8.8 KiB
Reflection Template For Emet-Selch, Unsundered
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: Record whether the game turned on mana development, early pressure, a resolved engine, a protected closer, a missed interaction window, or commander pressure from Emet-Selch, Unsundered. Name the exact turn where the deck stopped trading resources evenly or first converted stabilization into inevitability.
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Result classification: Classify each win or loss as a card quantity problem, card selection problem, mana problem, tempo problem, matchup problem, sideboard problem, pilot sequencing problem, or closing-power problem. For each loss, name one primary cause and one secondary cause; for each win, name the card, package, or tactical policy that most contributed.
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Mulligans: Check whether the opener had both colors, early interaction, and a realistic first three turns. Flag keeps that relied on Brainstorm, Curate, Tainted Indulgence, or Frantic Search to repair missing mana, missing removal, or an uncastable hand under visible pressure.
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Mana: Track whether Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, or Sandman's Quicksand created color, tapped-land, modal-land, or shield-down tension. Record every turn where holding up Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, Clash of Wills, Bring the Ending, Wash Away, Drown in the Loch, Remove Soul, or Jwari Disruption conflicted with a sorcery-speed play.
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Velocity: Check whether Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna found lands, answers, or closers on time. Mark Brainstorm uses that lacked Ash Barrens or another visible shuffle effect and did not improve the next two turns.
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Engine and closer timing: Record whether Emet-Selch, Unsundered, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Summon: Primal Odin, Zero Point Ballad, or Creeping Tar Pit was committed into safety, desperation, or unnecessary exposure. Card text check required for newer or unfamiliar payoffs when exact trigger, protection, or timing text changes the evaluation.
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Removal quality: Classify each removal spell as efficient, stranded, mistimed, or saved correctly. Pay special attention to Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn, Stab, Last Gasp, Gollum's Bite, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, and Requiting Hex.
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Countermagic quality: Record whether counters stopped commitment spells or were spent on low-impact bait. Separate tempo counters such as Remand, Miscalculation, Lose Focus, Mana Leak, Spell Pierce, and Jwari Disruption from hard or conditional answers such as Counterspell, Drown in the Loch, Bring the Ending, Remove Soul, Wash Away, Stern Scolding, Dazzling Denial, Clash of Wills, and Spell Stutter.
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Sideboard impact: After post-board games, record whether Hydroblast, Blue Elemental Blast, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, Negate, and Toxic Deluge had visible targets and changed decisions. Flag every narrow sideboard card drawn without a legal or strategically relevant use.
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Role and mistakes: Record turns where the pilot acted as pure control when it needed to close, or tapped out as a finisher deck when it needed to preserve interaction. Flag missed land drops, missed commander-tax planning, missed priority passes, missed lethal pressure, and removal held past the last safe window.
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Stranded and performance notes: List cards stranded for color, mana value, target restriction, timing, graveyard dependency, or commander-tax pressure. Name overperformers and underperformers only from logged games, not from assumptions.
Existing User Requests
Reflection Template For Emet-Selch, Unsundered
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: Record whether the game was decided by mana development, early pressure, a resolved engine, a protected closer, a missed interaction window, or commander pressure from Emet-Selch, Unsundered. Note the exact turn where the control player stopped trading resources evenly.
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Mulligans: Identify whether the opening hand had both colors, early interaction, and a realistic first three turns. Flag keeps that relied on Brainstorm, Curate, Tainted Indulgence, or Frantic Search to repair missing mana or missing removal under pressure.
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Mana: Track whether Island, Swamp, Command Tower, Ice Tunnel, Mistvault Bridge, Fetid Pools, Ash Barrens, Creeping Tar Pit, Boggart Trawler, Hydroelectric Specimen, Jwari Disruption, or Sandman's Quicksand created color, tapped-land, or modal-land tension. Record every turn where holding up Counterspell, Mana Leak, Lose Focus, Miscalculation, Spell Pierce, Stern Scolding, Dazzling Denial, or Clash of Wills conflicted with a sorcery-speed play.
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Velocity: Check whether Brainstorm, Curate, Tainted Indulgence, Frantic Search, Fallaji Archaeologist, and Dreams of Laguna found lands, answers, or closers on time. Mark Brainstorm uses that lacked a shuffle effect or failed to improve the next two turns.
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Engine and payoff timing: Record whether Emet-Selch, Unsundered, Thing in the Ice, Malcolm, Alluring Scoundrel, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Overlord of the Floodpits, Grave Titan, Murktide Regent, Sailors' Bane, or Hullbreaker Horror was cast into safety, desperation, or unnecessary exposure. Card text check required for any newer payoff whose exact trigger or protection pattern changed the evaluation.
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Removal quality: Classify each removal spell as efficient, stranded, mistimed, or saved correctly. Pay special attention to Fatal Push, Eliminate, Go for the Throat, Doom Blade, Heartless Act, Shoot the Sheriff, Tyrant's Scorn, Stab, Last Gasp, Gollum's Bite, Diabolic Edict, Geth's Verdict, Liliana's Triumph, Tithing Blade, Seal of Removal, Aetherize, Engulf the Shore, Evacuation, Languish, Crippling Fear, Barter in Blood, Villainous Wrath, and Requiting Hex.
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Countermagic quality: Record whether counters stopped commitment spells or were spent on low-impact bait. Separate successful tempo counters such as Remand and Jwari Disruption from hard answers such as Counterspell, and note whether Drown in the Loch had enough graveyard support when it mattered.
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Sideboard impact: After post-board games, record whether Hydroblast, Blue Elemental Blast, Thoughtseize, Nihil Spellbomb, Grafdigger's Cage, Pithing Needle, Dauthi Voidwalker, Feed the Swarm, Negate, and Toxic Deluge had visible targets and changed decisions. Flag any narrow card that was drawn without a legal or relevant use.
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Closing: Identify whether the deck stabilized but failed to end the game quickly enough. Note whether Creeping Tar Pit, Grave Titan, Murktide Regent, Sailors' Bane, Hullbreaker Horror, Overlord of the Floodpits, Kiora, the Rising Tide, Marina Vendrell's Grimoire, Summon: Primal Odin, Zero Point Ballad, or Emet-Selch, Unsundered converted stabilization into a win.
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Role and mistakes: Record turns where the pilot acted as control when it needed to race, or tapped out as a finisher deck when it needed to preserve interaction. Flag missed land drops, missed commander-tax planning, missed priority passes, missed lethal pressure, and removal held past the last safe window.
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Stranded and performance notes: List cards stranded in hand for color, mana value, target restriction, or timing reasons. Name overperformers and underperformers only from logged games, not from assumptions.
Existing User Requests
No additional user reflection requests were supplied.