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

3.7 KiB

Reflection Template For Lands

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: Record whether each game was decided by Dark Depths plus Thespian's Stage, Urza's Saga pressure, Life from the Loam recursion, mana denial with Wasteland or Ghost Quarter, prison pressure from The Tabernacle at Pendrell Vale, or a failure to assemble a coherent axis.

  • Mulligans: Ask whether the keep had green access, enough land density for Mox Diamond or Exploration, a credible engine, and a realistic answer to the opponent's first visible pressure. Flag keeps that relied on drawing exactly Crop Rotation, Life from the Loam, or a missing combo land.

  • Mana: Track whether Yavimaya, Cradle of Growth, Forest, Mox Diamond, Ancient Tomb, and land drops from Exploration produced the colors and tempo the hand required. Note every game where sacrificing a land to Crop Rotation or discarding to Mox Diamond reduced future legal actions.

  • Velocity: Compare games where Cache Grab, Malevolent Rumble, Expedition Map, Urza's Saga, or dredged Life from the Loam found the needed card against games where selection filled the graveyard without affecting the board.

  • Engine quality: Identify whether Life from the Loam was a winning engine, a slow loop under pressure, or a stranded card because graveyard hate, tempo, or missing green mana made dredge unsafe.

  • Removal and disruption: Review whether Boseiju, Who Endures, Otawara, Soaring City, Blast Zone, Pithing Needle, Disruptor Flute, Soul-Guide Lantern, Bojuka Bog, Maze of Ith, The Tabernacle at Pendrell Vale, and post-board Dismember, Force of Vigor, Endurance, and Grafdigger's Cage were used at the latest effective window.

  • Sideboard impact: Ask whether Choke, extra Disruptor Flute, Pithing Needle, Dismember, Endurance, Force of Vigor, Grafdigger's Cage, and Icetill Explorer changed actual legal decisions or merely occupied hand space. Card text check required for Icetill Explorer before treating it as a proven role card.

  • Closing: Record whether the pilot delayed Dark Depths too long, exposed Marit Lage into known public answers, or missed a safer Urza's Saga construct route. Also mark games where a fast combo attempt was correct because waiting gave the opponent more draw steps.

  • Role choice: Ask whether the pilot correctly changed between control, combo, mana-denial, and prison roles as public information changed. Flag games where the pilot kept attacking lands while dying to creatures, or kept defending while a legal lethal line existed.

  • Mistakes: Mark any missed land drop, premature dredge, unsafe Crop Rotation, unnecessary Mox Diamond discard, incorrect Wasteland target, poor Maze of Ith timing, or sideboard card kept without a visible job.

  • Stranded cards: List cards stranded in hand and why: no green mana, no spare land, no target, wrong matchup axis, graveyard shut off, or legal action never appeared.

  • Overperformers and underperformers: Name the exact cards that repeatedly won games or failed to matter, separating main-deck cards from sideboard cards and separating pilot error from card-role failure.

Existing User Requests

No additional user reflection requests were supplied.