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

4.2 KiB

Reflection Template For Sonic the Hedgehog

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 where the game moved permanently toward win or loss, then record whether the cause was early pressure, mana failure, protection timing, a missed stack window, sideboard hate, or failure to close with burn.

  • Mulligans: Record every opening hand with land count, colors, first threat, and first interaction spell. Flag keeps where Goblin Guide, Monastery Swiftspear, Delver of Secrets, Dragon's Rage Channeler, Tin Street Dodger, Gingerbrute, Phoenix Chick, or Sonic the Hedgehog was absent and the hand relied on Ponder, Brainstorm, or Magma Jet to become functional.

  • Mana: Check whether Hallowed Fountain, Sacred Foundry, Steam Vents, Adarkar Wastes, Battlefield Forge, Shivan Reef, Mana Confluence, Fiery Islet, or Sunbaked Canyon life payments changed the race. Note any games where Mystic Monastery, Prairie Stream, Sundown Pass, or a slow fetch sequence delayed a one-drop, protection spell, or counterspell.

  • Velocity: Track whether Ponder, Brainstorm, Bomat Courier, Spectral Sailor, Robber of the Rich, Laelia, the Blade Reforged, Dreadhorde Arcanist, and Fiery Islet converted into real cards or only consumed mana while the opponent stabilized.

  • Engine pressure: Record whether Sprite Dragon, Stormchaser Mage, Slickshot Show-Off, Storm Entity, Kaza, Roil Chaser, Akoum Battlesinger, Kolaghan Stormsinger, and Sonic the Hedgehog actually rewarded the deck for chaining spells and creatures. Card text check required for Sonic the Hedgehog before calling any engine result confirmed.

  • Removal use: For Lightning Bolt, Burst Lightning, Shard Volley, Arc Trail, Magma Jet, Izzet Charm, Path to Exile, Fanatical Firebrand, Cathar Commando, and Zealous Conscripts, record whether the spell removed a blocker, stopped lethal, cleared a commander, or should have been saved as reach.

  • Protection use: Record each Faith's Shield, Gods Willing, Brave the Elements, Mother of Runes, Plumecreed Escort, Whitemane Lion, and Zephyr Sentinel decision. Mark whether the protected creature remained a clock, whether the play answered visible removal, and whether holding mana open cost too much tempo.

  • Sideboard impact: For Pyroblast, Red Elemental Blast, Hydroblast, Wear // Tear, Rest in Peace, Stony Silence, Containment Priest, Swords to Plowshares, Abrade, and Pithing Needle, record the first legal target or use case seen. Mark cards that were drawn with no relevant visible target.

  • Closing: Count missed lethal or near-lethal turns involving Hell's Thunder, Slickshot Show-Off, Storm Entity, Lightning Bolt, Burst Lightning, Shard Volley, Zealous Conscripts, Laelia, the Blade Reforged, Gingerbrute, Tin Street Dodger, and evasion creatures.

  • Role accuracy: After each match, state whether the deck was supposed to be beatdown, tempo-control, hate-bear pressure, or defensive race management. Flag decisions where the pilot protected life while ahead on damage or spent burn on creatures while behind on reach.

  • Stranded cards: List cards stuck in hand for mana, timing, no target, or low impact. Pay special attention to Swan Song, Spell Pierce, Null Rod, Cursed Totem, Brave the Elements, Aven Mindcensor, Deceiver Exarch, Kaza, Roil Chaser, and high-cost threats.

  • Mistakes: Record visible legal actions declined by the pilot that later mattered, especially missed attacks, missed blocks, missed protection windows, premature Shard Volley, and passing with Spell Pierce or Swan Song against a visible decisive spell.

  • Overperformers and underperformers: Name the exact cards that created wins or failed to matter, separating battlefield pressure, reach, protection, selection, hate, and sideboard roles.

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