3.9 KiB
Reflection Template For Red Deck Wins
For each loss, name one primary cause and one secondary cause. For each win, name the card, package, or tactical policy that most contributed to the win. Classify each result as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. Report mana performance, sideboard impact, stranded cards, overperforming cards, underperforming cards, and whether the Deck Strategy or Tactical Policy guidance was followed.
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Deciding factor: identify whether the match was won by early creature damage, burn reach, creature removal tempo, sideboard permanents, or opponent stumbling. Record which of A-Heartfire Hero, Hired Claw, Emberheart Challenger, Manifold Mouse, Screaming Nemesis, Burst Lightning, Shock, Lightning Strike, Sear, The Last Agni Kai, Rockface Village, or Soulstone Sanctuary actually converted into damage.
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Mulligan review: ask whether each opener had castable pressure, red mana, and a realistic first three turns. Flag hands that kept Might of the Meek without a creature, multiple lands without pressure, or burn-heavy hands that lacked a clear path to twenty damage.
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Mana review: record whether Mountain, Rockface Village, and Soulstone Sanctuary supported the chosen lines on schedule. Note any game where a one-land hand stalled, a utility land delayed red spells, or extra lands reduced damage velocity.
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Velocity review: count whether the deck spent mana on turns one, two, and three. If the deck passed with unused mana while holding castable A-Heartfire Hero, Hired Claw, Emberheart Challenger, Manifold Mouse, Burst Lightning, Shock, Lightning Strike, Sear, or Might of the Meek, record the visible reason.
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Removal review: evaluate every Shock, Burst Lightning, Lightning Strike, and Sear pointed at a creature. Mark it successful only if the target changed combat math, prevented a faster clock, stopped a visible engine, or opened immediate damage.
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Pump review: inspect every Might of the Meek and Boulder Dash decision for timing. Record whether the spell produced damage, forced a favorable exchange, enabled lethal, or walked into visible open interaction.
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Closing review: ask whether burn was conserved for face damage when the opponent approached lethal range. Flag games where The Last Agni Kai, Chandra, Spark Hunter, The Legend of Roku, Sunspine Lynx, Soulstone Sanctuary, or Screaming Nemesis should have been prioritized as resilient closing pressure.
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Sideboard review: compare each sideboard card to the opponent's revealed plan. Soul-Guide Lantern should matter against visible graveyard resources, Pyroclasm should matter against wide small creatures, Voice of Victory should matter against instant-speed interaction, and Sunspine Lynx should matter against life gain or mana bases where its visible text is relevant.
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Role review: decide whether the pilot correctly stayed aggressor, shifted into removal-tempo, or played for burn reach. Flag games where the deck over-defended without a lethal setup, or over-attacked into a visible race it could not win.
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Mistake review: list missed lethal lines, missed attacks, premature burn, avoidable target blowouts, sideboard dilution, and passes with relevant legal actions. Use only Veles-visible state and logged legal actions when assigning blame.
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Stranded-card review: record cards that remained in hand for multiple turns without legal or useful deployment. Separate mana failures from role failures for Might of the Meek, The Last Agni Kai, Pyroclasm, Soul-Guide Lantern, Chandra, Spark Hunter, The Legend of Roku, and Sunspine Lynx.
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Performance review: name overperformers and underperformers by exact card. Tie each note to logged damage, board impact, stranded turns, or sideboard relevance rather than impressions.
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