4.1 KiB
Reflection Template For Selesnya Company
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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Result driver: Record whether the match was decided by early pressure, tax effects, Collected Company, planeswalker closing, sideboard hate, mana failure, or opponent inevitability. Tie the answer to the visible battlefield and legal actions, not to assumed hidden cards.
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Mulligans: For every keep, ask whether the opener had colored mana, a castable Llanowar Elves or Elvish Mystic line, a follow-up threat, and either disruption or removal. Flag one-land accelerator keeps that lost to removal and slow hands that had Archon of Emeria or Thalia, Guardian of Thraben without a meaningful clock.
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Mana: Track whether Razorverge Thicket, Temple Garden, Brushland, Branchloft Pathway, Plains, Boseiju, Who Endures, Eiganjo, Seat of the Empire, Abandoned Air Temple, and Starting Town enabled the first three turns cleanly. Card text check required for Abandoned Air Temple and Starting Town before drawing conclusions about exact sequencing failures.
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Velocity: Ask whether the deck deployed enough power before the opponent escaped Thalia, Guardian of Thraben, Archon of Emeria, Aven Interrupter, or High Noon. Mark games where the deck slowed the opponent but failed to convert that delay into attacks, Elspeth, Storm Slayer, The Wandering Emperor, or Collected Company pressure.
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Engines: Record whether Collected Company found relevant creatures, missed due to low hit density after sideboarding, or was stranded by Thalia, Guardian of Thraben taxation. Record whether Enduring Innocence, Badgermole Cub, and Ouroboroid affected card flow, combat, or board presence; Card text check required before assigning precise engine responsibility.
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Removal and interaction: For each Skyclave Apparition, Aven Interrupter, Boseiju, Who Endures, Eiganjo, Seat of the Empire, Get Lost, and Seam Rip decision, ask whether the chosen target was the highest visible-impact legal target. Note whether holding interaction for a later visible payoff would have been better, especially against combo, big mana, artifacts, enchantments, or planeswalkers.
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Sideboard: After each post-board game, ask whether Rest in Peace, Seam Rip, High Noon, Aven Interrupter, Get Lost, Beza, the Bounding Spring, and Elesh Norn, Mother of Machines matched revealed opponent cards. Flag over-sideboarding when Collected Company hit quality, curve density, or early pressure fell below the matchup need.
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Closing: Ask whether lethal or near-lethal attacks were missed because the agent overvalued taxes, held Collected Company too long, or protected planeswalkers instead of ending the game. Also record when patient play was correct because visible blockers, removal, or counterplay made attacking unsafe.
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Role accuracy: Compare the chosen role with the game texture. Mark mistakes where the deck played control against a larger endgame, raced while behind on board, or added narrow hate while the opponent’s visible plan required pressure.
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Stranded cards and mistakes: List cards stuck in hand because of mana, timing, taxes, target absence, or rules prompts. Highlight repeated pass choices under pressure, low-impact graveyard hate, premature Aven Interrupter use, and Skyclave Apparition targets that left a more dangerous permanent unchecked.
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Overperformers and underperformers: Identify which exact cards materially won or lost games, especially Archon of Emeria, Thalia, Guardian of Thraben, Collected Company, Skyclave Apparition, Enduring Innocence, Badgermole Cub, Ouroboroid, Elspeth, Storm Slayer, The Wandering Emperor, and all sideboard cards.
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