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

6.2 KiB

Reflection Template For Omni-Tell

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 exact turn or stack exchange that decided the game, especially whether Show and Tell, Eureka, Omniscience, Force of Will, or Veil of Summer was the pivot.
  • Mulligans: record whether the opening hand had a real plan of mana, enabler, payoff, and protection, or whether Brainstorm, Ponder, Stock Up, and Lorien Revealed were asked to fix too many missing categories.
  • Mana: note every game where Ancient Tomb life loss, City of Traitors timing, Lotus Petal sacrifice, fetch land sequencing, or colored source access changed the available combo window.
  • Velocity: ask whether Brainstorm, Ponder, and Stock Up found the missing piece quickly enough, or whether selection consumed turns without advancing toward Show and Tell plus Omniscience or a creature payoff.
  • Engine: record whether Omniscience converted immediately into Atraxa, Grand Unifier, Emrakul, the Aeons Torn, more selection, or a win path, and flag any Omniscience turns that stalled.
  • Interaction: evaluate whether Force of Will and Veil of Summer were spent on the decisive opposing action, held too long, or used on low-impact exchanges while a later combo fight mattered more.
  • Enabler choice: compare Show and Tell and Eureka decisions when both were legal, including whether the opponent received a dangerous permanent or whether waiting would have been worse.
  • Closing: note whether Atraxa, Grand Unifier stabilized and refueled, whether Emrakul, the Aeons Torn ended the game, and whether the deck needed an alternate post-board threat such as Barrowgoyf.
  • Sideboard: record which of Carpet of Flowers, Disruptor Flute, Consign to Memory, Mistrise Village, Into the Flood Maw, Underground Sea, Massacre, and Barrowgoyf changed a game state rather than merely looking theoretically useful.
  • Role: ask whether the pilot correctly stayed combo-control, became too defensive, or overcommitted to Barrowgoyf and interaction when the hand supported a protected combo turn.
  • Mistakes: flag missed legal actions, premature passes with protection available, unsafe Brainstorm timing, unnecessary Lotus Petal use, and any Force of Will pitch choice that stranded the actual win condition.
  • Stranded cards: list cards stuck in hand at game end, especially Eureka, Show and Tell, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, Veil of Summer, and sideboard cards.
  • Overperformers and underperformers: separate cards that won because of this shell from cards that were merely present when the combo succeeded.

Existing User Requests

Reflection Template For Omni-Tell

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 exact turn or stack exchange that decided the game, especially whether Show and Tell, Eureka, Omniscience, Force of Will, or Veil of Summer was the pivot.
  • Mulligans: record whether the opening hand had a real plan of mana, enabler, payoff, and protection, or whether Brainstorm, Ponder, Stock Up, and Lorien Revealed were asked to fix too many missing categories.
  • Mana: note every game where Ancient Tomb life loss, City of Traitors timing, Lotus Petal sacrifice, fetch land sequencing, or colored source access changed the available combo window.
  • Velocity: ask whether Brainstorm, Ponder, and Stock Up found the missing piece quickly enough, or whether selection consumed turns without advancing toward Show and Tell plus Omniscience or a creature payoff.
  • Engine: record whether Omniscience converted immediately into Atraxa, Grand Unifier, Emrakul, the Aeons Torn, more selection, or a win path, and flag any Omniscience turns that stalled.
  • Interaction: evaluate whether Force of Will and Veil of Summer were spent on the decisive opposing action, held too long, or used on low-impact exchanges while a later combo fight mattered more.
  • Enabler choice: compare Show and Tell and Eureka decisions when both were legal, including whether the opponent received a dangerous permanent or whether waiting would have been worse.
  • Closing: note whether Atraxa, Grand Unifier stabilized and refueled, whether Emrakul, the Aeons Torn ended the game, and whether the deck needed an alternate post-board threat such as Barrowgoyf.
  • Sideboard: record which of Carpet of Flowers, Disruptor Flute, Consign to Memory, Mistrise Village, Into the Flood Maw, Underground Sea, Massacre, and Barrowgoyf changed a game state rather than merely looking theoretically useful.
  • Role: ask whether the pilot correctly stayed combo-control, became too defensive, or overcommitted to Barrowgoyf and interaction when the hand supported a protected combo turn.
  • Mistakes: flag missed legal actions, premature passes with protection available, unsafe Brainstorm timing, unnecessary Lotus Petal use, and any Force of Will pitch choice that stranded the actual win condition.
  • Stranded cards: list cards stuck in hand at game end, especially Eureka, Show and Tell, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Force of Will, Veil of Summer, and sideboard cards.
  • Overperformers and underperformers: separate cards that won because of this shell from cards that were merely present when the combo succeeded.

Existing User Requests

No additional user reflection requests were supplied.