8.1 KiB
Reflection Template For Rakdos Reanimator
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 each game was decided by speed, disruption, graveyard access, mana, life total pressure, sideboard pivot, or a resolved threat; tie the finding to the exact turn where Reanimate, Animate Dead, Shallow Grave, Show and Tell, or Stronghold Gambit became legal or failed to become legal.
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Mulligans: Note whether the opening hand had a payload, a graveyard enabler, a reanimation spell, and mana; flag hands with Griselbrand, Atraxa, Grand Unifier, Archon of Cruelty, Koma, World-Eater, Ashen Rider, or Raph & Mikey, Troublemakers that lacked Faithless Looting, Collective Brutality, Unmask, Cabal Therapy, or a clear legal discard route.
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Mana: Track whether Dark Ritual, Lotus Petal, Badlands, Swamp, Underground Sea, Undercity Sewers, Raucous Theater, Marsh Flats, Polluted Delta, and Verdant Catacombs produced the colors needed on the critical turn; mark any loss where a fetchland or tapped land delayed Faithless Looting, Thoughtseize, Reanimate, Animate Dead, Shallow Grave, Show and Tell, Stronghold Gambit, Abrade, or Meltdown.
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Velocity: Check whether Faithless Looting and Collective Brutality improved the hand or consumed the turn without creating a live graveyard line; identify games where drawing cards with Griselbrand or selecting cards from Atraxa, Grand Unifier converted into a second wave.
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Disruption: Evaluate whether Thoughtseize, Unmask, Cabal Therapy, and Collective Brutality took the card that actually blocked the planned line; flag blind Cabal Therapy misses and any discard spell spent on a low-impact card while a visible or revealed obstacle remained.
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Engine execution: Record whether the winning line used Reanimate, Animate Dead, Shallow Grave, Show and Tell, Stronghold Gambit, or Dauthi Voidwalker; note whether the chosen path respected visible graveyard hate, revealed interaction, board pressure, and life-total exposure.
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Threat performance: Identify which payload mattered most: Griselbrand for cards or lifelink, Atraxa, Grand Unifier for rebuilding, Archon of Cruelty for resource swing, Koma, World-Eater for board dominance, Ashen Rider for permanent pressure, or Raph & Mikey, Troublemakers only after Card text check required.
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Removal and hate answers: Record when Abrade or Meltdown answered a visible artifact or creature that changed the legal line; flag games where these cards were stranded, too slow, or unnecessary compared with discard or a non-graveyard deployment plan.
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Sideboard role: Track whether Show and Tell, Stronghold Gambit, Dauthi Voidwalker, Thoughtseize, Cabal Therapy, Abrade, and Meltdown addressed the actual opposing plan; flag games where sideboard cards diluted payload, discard, reanimation density, or mana consistency.
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Closing: Note whether the first threat ended the game, stabilized but required a second threat, or failed after temporary Shallow Grave pressure; record missed attacks, missed draws, unnecessary life payments, and pass choices that let the opponent recover.
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Mistakes: Mark any action that ignored legal action text, visible board state, known hand information, public graveyards, stack contents, life totals, or rules-engine output; separate pilot mistakes from plausible losses caused by matchup pressure.
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Stranded cards: List every stranded copy of Animate Dead, Shallow Grave, Reanimate, Dark Ritual, Lotus Petal, Faithless Looting, Show and Tell, Stronghold Gambit, Dauthi Voidwalker, Abrade, and Meltdown with the reason it failed to matter.
Existing User Requests
Reflection Template For Rakdos Reanimator
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 each game was decided by speed, disruption, graveyard access, mana, life total pressure, sideboard pivot, or a resolved threat; tie the finding to the exact turn where Reanimate, Animate Dead, Shallow Grave, Show and Tell, or Stronghold Gambit became legal or failed to become legal.
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Mulligans: Note whether the opening hand had a payload, a graveyard enabler, a reanimation spell, and mana; flag hands with Griselbrand, Atraxa, Grand Unifier, Archon of Cruelty, Koma, World-Eater, Ashen Rider, or Raph & Mikey, Troublemakers that lacked Faithless Looting, Collective Brutality, Unmask, Cabal Therapy, or a clear legal discard route.
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Mana: Track whether Dark Ritual, Lotus Petal, Badlands, Swamp, Underground Sea, Undercity Sewers, Raucous Theater, Marsh Flats, Polluted Delta, and Verdant Catacombs produced the colors needed on the critical turn; mark any loss where a fetchland or tapped land delayed Faithless Looting, Thoughtseize, Reanimate, Animate Dead, Shallow Grave, Show and Tell, Stronghold Gambit, Abrade, or Meltdown.
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Velocity: Check whether Faithless Looting and Collective Brutality improved the hand or consumed the turn without creating a live graveyard line; identify games where drawing cards with Griselbrand or selecting cards from Atraxa, Grand Unifier converted into a second wave.
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Disruption: Evaluate whether Thoughtseize, Unmask, Cabal Therapy, and Collective Brutality took the card that actually blocked the planned line; flag blind Cabal Therapy misses and any discard spell spent on a low-impact card while a visible or revealed obstacle remained.
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Engine execution: Record whether the winning line used Reanimate, Animate Dead, Shallow Grave, Show and Tell, Stronghold Gambit, or Dauthi Voidwalker; note whether the chosen path respected visible graveyard hate, revealed interaction, board pressure, and life-total exposure.
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Threat performance: Identify which payload mattered most: Griselbrand for cards or lifelink, Atraxa, Grand Unifier for rebuilding, Archon of Cruelty for resource swing, Koma, World-Eater for board dominance, Ashen Rider for permanent pressure, or Raph & Mikey, Troublemakers only after Card text check required.
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Removal and hate answers: Record when Abrade or Meltdown answered a visible artifact or creature that changed the legal line; flag games where these cards were stranded, too slow, or unnecessary compared with discard or a non-graveyard deployment plan.
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Sideboard role: Track whether Show and Tell, Stronghold Gambit, Dauthi Voidwalker, Thoughtseize, Cabal Therapy, Abrade, and Meltdown addressed the actual opposing plan; flag games where sideboard cards diluted payload, discard, reanimation density, or mana consistency.
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Closing: Note whether the first threat ended the game, stabilized but required a second threat, or failed after temporary Shallow Grave pressure; record missed attacks, missed draws, unnecessary life payments, and pass choices that let the opponent recover.
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Mistakes: Mark any action that ignored legal action text, visible board state, known hand information, public graveyards, stack contents, life totals, or rules-engine output; separate pilot mistakes from plausible losses caused by matchup pressure.
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Stranded cards: List every stranded copy of Animate Dead, Shallow Grave, Reanimate, Dark Ritual, Lotus Petal, Faithless Looting, Show and Tell, Stronghold Gambit, Dauthi Voidwalker, Abrade, and Meltdown with the reason it failed to matter.
Existing User Requests
No additional user reflection requests were supplied.