3.9 KiB

Reflection Template For Crashing Footfalls

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 turn or exchange that most changed the game, then label whether it was cascade timing, mana development, stack interaction, Rhino combat, opposing engine progress, or a sideboard card.

  • Mulligans: Record whether the opening hand had functional cascade access through Violent Outburst or Shardless Agent, enough lands to cast interaction, and a plan for drawn Crashing Footfalls. Note any keep that relied on drawing the missing color, third land, or cascade spell.

  • Mana: Track whether Misty Rainforest, Scalding Tarn, and Wooded Foothills fetched the correct shock or surveil land for the next two turns. Flag games where Boseiju, Who Endures, Mistrise Village, Hedge Maze, Commercial District, Thundering Falls, or basics delayed Violent Outburst, Shardless Agent, Force of Negation, or hard-cast Subtlety.

  • Velocity: Ask whether the deck produced a turn-three or turn-four Crashing Footfalls often enough when the opponent was pressuring. Separate games lost because cascade was absent from games lost because cascade resolved too late.

  • Engine pressure: Record whether opposing artifacts, enchantments, lands, graveyards, or stack engines were answered at the first decisive window. Note whether Force of Vigor, Boseiju, Who Endures, Endurance, Mystical Dispute, Obsidian Charmaw, or Inevitable Betrayal would have addressed the visible axis.

  • Removal use: Review each Dead // Gone, Fire // Ice, Subtlety, Sink into Stupor, and Brotherhood's End choice for timing. Mark whether the spell bought a Rhino attack, prevented lethal pressure, protected a cascade turn, or merely spent mana without changing the clock.

  • Sideboard fit: Check whether post-board configurations still had enough Violent Outburst, Shardless Agent, lands, pitch cards, and pressure. Flag games where added role cards were powerful but the deck stopped presenting a fast Rhino plan.

  • Closing: Record how many attacks were required after Crashing Footfalls resolved and whether the opponent stabilized anyway. Note whether backup pressure from Subtlety, Endurance, Fable of the Mirror-Breaker, Quantum Riddler, Wistfulness, Vibrance, or Repudiate // Replicate mattered; Card text check required for uncertain cards.

  • Role accuracy: Ask whether the pilot correctly chose tempo, control, race, or disruption role from visible information. Flag games where the deck held interaction too long while behind, fired interaction too early while ahead, or missed a safe commitment window.

  • Mistakes: Log any legal-action choice that conflicted with visible board state, public information, or the rules-engine output. Separate pilot judgment errors from engine uncertainty, hidden information, and unavoidable matchup pressure.

  • Stranded cards: Count games where Crashing Footfalls was stranded in hand, Force of Negation lacked a pitch card, Subtlety lacked a good target, Force of Vigor lacked targets, or sideboard threats arrived after the relevant window.

  • Overperformers and underperformers: Name exact cards that won exchanges or sat idle. Compare Violent Outburst, Shardless Agent, Force of Negation, Fire // Ice, Dead // Gone, Endurance, Subtlety, and each sideboard card against the role it was expected to fill.

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