2026-06-19 18:54:22 -03:00

4.5 KiB

Reflection Template For Tasigur, the Golden Fang

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.

  • Deciding factor: identify the turn cycle where the game became favored or lost, then record whether the cause was mana, graveyard access, interaction timing, commander pressure, a resolved engine, or failure to close after stabilizing.
  • Mulligans: mark each opener as keep or ship with the visible reason: colored mana, early interaction, acceleration, graveyard velocity, Tasigur, the Golden Fang access, or stranded expensive cards such as Griselbrand, Scholar of the Lost Trove, Vaultborn Tyrant, Emergent Ultimatum, Karn's Temporal Sundering, Temporal Manipulation, Time Warp, or Sea Gate Restoration.
  • Mana: record whether fetchlands and painful sources produced the required colors on time without causing lethal life loss. Note every game where Mana Confluence, Underground River, Llanowar Wastes, Yavimaya Coast, Breeding Pool, Watery Grave, Overgrown Tomb, Thoughtseize, Dismember, Bitter Triumph, Toxic Deluge, Reanimate, or Griselbrand changed the life-total math.
  • Velocity: record whether Brainstorm, Brainsurge, Consider, Mishra's Bauble, Cache Grab, Grisly Salvage, Malevolent Rumble, Dig Through Time, Treasure Cruise, Assemble the Team, Mystical Tutor, Solve the Equation, or Jace, the Mind Sculptor found a real next step or only consumed mana without changing the board.
  • Engine access: track whether Tasigur, the Golden Fang, Deathrite Shaman, Psychic Frog, Jace, Vryn's Prodigy, Up the Beanstalk, Uro, Titan of Nature's Wrath, Spawning Pod, Eldritch Evolution, Neoform, or Reanimate converted resources into a winning position, and record what public pressure or interaction stopped them.
  • Removal: note whether Fatal Push, Dismember, Bitter Triumph, Assassin's Trophy, Sheoldred's Edict, Witherbloom Command, Boseiju, Who Endures, Otawara, Soaring City, Sink into Stupor, Fell the Profane, or Toxic Deluge answered the correct threat. Record any removal spell held too long, spent too early, or mismatched against the opponent's visible permanent type.
  • Permission and discard: record whether Thoughtseize, Inquisition of Kozilek, Dreams of Steel and Oil, Grief, Mind Spike, Counterspell, Memory Lapse, Remand, Force Spike, Stubborn Denial, Tale's End, Wash Away, Force of Will, or Pact of Negation fought over the decisive spell. Flag passes where interaction was legal and the opponent's next public action won the exchange.
  • Closing: record whether the deck won by commander pressure, graveyard recursion, extra turns, Griselbrand, Vaultborn Tyrant, Scholar of the Lost Trove, Psychic Frog, Uro, Titan of Nature's Wrath, or incremental control. Flag games where stabilization happened but no closer arrived before the opponent rebuilt.
  • Role accuracy: write whether the pilot correctly chose control, combo setup, tempo, or emergency survival. Note every turn where the pilot spent mana on selection while visible attackers, lethal pressure, or a protected opposing engine demanded interaction.
  • Mistakes: log legal-action mistakes separately from strategy mistakes. A legal-action mistake is choosing an action whose text contradicted the intended line; a strategy mistake is choosing a legal line that ignored visible damage, known cards, graveyard needs, stack state, or commander tax.
  • Stranded cards: list cards stuck in hand or graveyard and the reason: color screw, no creature for Eldritch Evolution or Neoform, no safe target for Reanimate, no protection for Emergent Ultimatum, no blue card for Force of Will, insufficient graveyard for delve, or life too low for Griselbrand or Toxic Deluge.
  • Overperformers and underperformers: name exact cards and the board states where they mattered. Separate cards that were weak because of matchup context from cards that were weak because the pilot sequenced them poorly.
  • Sideboard/no-sideboard: confirm that Sideboard (0) was respected. If post-game adjustments are desired, record them as future main-deck tuning ideas rather than illegal sideboard actions.

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