3.6 KiB
Reflection Template For Sneak and Show
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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Deciding factor: Did the game end because Show and Tell, Sneak Attack, or Through the Breach resolved, because the opponent stopped the first commitment, or because the deck never assembled enabler plus payoff plus mana?
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Mulligans: Did kept hands contain a real path to Atraxa, Grand Unifier, Emrakul, the Aeons Torn, or Omniscience, or were Brainstorm, Ponder, Stock Up, Force of Will, and lands mistaken for a functional plan?
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Mana: Did Ancient Tomb, City of Traitors, Lotus Petal, Volcanic Island, Island, Mountain, Thundering Falls, or fetch-land sequencing produce the required blue and red on the decisive turn without unnecessary life loss or stranded spells?
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Velocity: Did Brainstorm, Ponder, and Stock Up find the missing half of the combo in time, or did selection spend mana without improving the next commitment window?
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Engine choice: Did Show and Tell expose the deck to an opposing permanent that Sneak Attack or Through the Breach would have avoided, or was Show and Tell correctly chosen for speed?
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Protection: Did Force of Will, Spell Pierce, Flusterstorm, Hydroblast, or Red Elemental Blast fight over the spell that actually mattered, or were they spent before the combo turn on low-impact setup?
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Closing: After Atraxa, Grand Unifier entered, did the follow-up cards actually set up the next winning action, and after Emrakul, the Aeons Torn entered, did the line leave the opponent with a realistic recovery window?
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Sideboard: Did Abrade, Crash, Grafdigger's Cage, Disruptor Flute, Hexing Squelcher, Fury, Blood Moon, Hydroblast, Red Elemental Blast, or the sideboard Through the Breach answer a revealed problem, or did added role cards reduce combo density without changing the matchup?
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Removal and hate: Did Abrade, Fury, Crash, Hydroblast, Red Elemental Blast, Grafdigger's Cage, Blood Moon, Disruptor Flute, or Hexing Squelcher have legal and relevant targets when drawn? Card text check required for Disruptor Flute and Hexing Squelcher before drawing conclusions about their exact coverage.
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Role: Did the pilot correctly identify when to race, when to sculpt under protection, and when to use Force of Will defensively against a faster kill rather than saving it for the combo turn?
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Mistakes: Did any Brainstorm happen without a shuffle plan, any Lotus Petal get spent before its color was needed, any City of Traitors get sequenced into avoidable sacrifice pressure, or any Ancient Tomb activation create a preventable lethal clock?
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Stranded cards: Which cards stayed in hand at game end: Omniscience without Show and Tell, Sneak Attack without red mana, Through the Breach without a creature, Atraxa, Grand Unifier or Emrakul, the Aeons Torn without an enabler, or protection without a threat?
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Overperformers and underperformers: Which named cards directly enabled wins, bought decisive time, or sat unused across multiple games, especially Stock Up, Prismari Charm, Spell Pierce, Flusterstorm, Omniscience, Sneak Attack, and the sideboard role cards?
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