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

4.1 KiB

Reflection Template For Selesnya Depths

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 the game was decided by Dark Depths plus Thespian's Stage, fair pressure from Elvish Reclaimer or Knight of the Reliquary, land denial with Wasteland, graveyard timing from Bojuka Bog or Endurance, or the opponent resolving a threat this deck failed to answer.

  • Mulligans: Check whether the kept hand had green mana, a proactive plan, and a believable path to either combo or pressure. Flag keeps that relied on Mox Diamond while discarding the only important land, kept Dark Depths without access to Thespian's Stage or a tutor, or kept interaction without a closing route.

  • Mana: Track whether Savannah, Forest, Plains, Lush Portico, Windswept Heath, Yavimaya, Cradle of Growth, and Mox Diamond produced the colors needed on time. Mark games where Crop Rotation, Green Sun's Zenith, Elvish Reclaimer, or Knight of the Reliquary were stranded by sequencing rather than opponent pressure.

  • Velocity: Ask whether the deck presented a decisive action before the opponent's visible clock or engine became dominant. Slow games should identify whether the bottleneck was missing combo access, too many reactive cards, mana denial, or choosing a fair line when Marit Lage was needed.

  • Engine use: Review every Crop Rotation, Elvish Reclaimer, and Knight of the Reliquary activation for land choice. Confirm whether the chosen land was Dark Depths, Thespian's Stage, Sejiri Steppe, Karakas, Bojuka Bog, Blast Zone, Wasteland, Echoing Deeps, Talon Gates of Madara, or The Tabernacle at Pendrell Vale for a visible tactical reason.

  • Removal: Check whether Swords to Plowshares, Erode, Force of Vigor, Outland Liberator, Blast Zone, and Legolas's Quick Reflexes were used on the permanent or creature that actually changed the race, combo window, or lock state. Mark low-impact removal when a more dangerous public threat remained.

  • Sideboard impact: Record which of Collector Ouphe, Disruptor Flute, Doorkeeper Thrull, Endurance, Force of Vigor, Gaddock Teeg, Icetill Explorer, Mindbreak Trap, Outland Liberator, and The Tabernacle at Pendrell Vale appeared, whether it matched the opponent's visible axis, and whether it advanced the plan instead of only delaying.

  • Closing: Identify whether the deck failed to end games after creating an advantage. Note if Marit Lage was exposed without Sejiri Steppe, Sylvan Safekeeper, or Legolas's Quick Reflexes, if Badgermole Cub or Scythecat Cub could not convert pressure, or if Green Sun's Zenith found setup when a closer was needed.

  • Role accuracy: Judge whether the pilot correctly chose combo, midrange, control, or mana-denial posture from public information. Flag games where the deck overprotected a slow plan against a fast opponent or rushed combo into visible interaction when fair pressure was available.

  • Mistakes: List illegal assumptions separately from poor strategic choices. The agent must not assume hidden cards, guaranteed protection, exact card text for unchecked cards, or rules outcomes not shown by Veles and Forge.

  • Stranded cards: Track cards that stayed in hand without legal or useful deployment, especially duplicate Dark Depths, late Mox Diamond, narrow sideboard cards, Erode, Legolas's Quick Reflexes, and card-text-uncertain threats.

  • Overperformers and underperformers: Report cards by exact name and game context. Separate true performance from matchup luck, mana screw, and opponent mistakes.

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