3.6 KiB
3.6 KiB
Reflection Template For Domain Zoo
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 visible sequence that actually decided the game: early
Ragavan, Nimble Pilfererdamage, a largeTerritorial KavuorScion of Draco, escapedKroxa, Titan of Death's Hunger, a resolvedFable of the Mirror-Breaker, a protectedLeyline Binding, or the opponent stabilizing before pressure mattered. - Mulligans: Record whether opening hands had a castable threat, enough fetch access through
Wooded Foothills,Marsh Flats, orBloodstained Mire, and a plan for domain. Flag hands that kept interaction without pressure or threats without the colors to cast follow-up spells. - Mana: Check every fetch and shock decision against life total, domain count, and stranded cards. Note when
Steam Vents,Sacred Foundry,Overgrown Tomb,Godless Shrine,Elegant Parlor,Zagoth Triome,Mountain,Swamp, orArena of Glorychanged available lines. - Velocity: Ask whether the deck spent turns adding pressure or merely answering. A turn that passes with
Lightning Bolt,Fatal Push, orConsign to Memoryavailable may be correct only if the visible opponent line is more dangerous than deploying a threat. - Engines: Track whether
Fable of the Mirror-Breaker,Kroxa, Titan of Death's Hunger, andLeyline of the Guildpactcreated material advantage or arrived too late. Note whetherDoorkeeper Thrullsuppressed relevant opponent triggers or sat as a low-impact body. - Removal: Review each
Lightning Bolt,Fatal Push, andLeyline Bindingtarget. Confirm the chosen answer preserved the broadest future interaction and did not spend the only clean answer on a threat combat could have handled. - Sideboard: Record which sideboard cards appeared, which were stranded, and which mattered:
Consign to Memory,High Noon,Mystical Dispute,Obsidian Charmaw,Stubborn Denial,Wear // Tear, andWrath of the Skies. Judge them by visible impact, not matchup theory alone. - Closing: Check whether the pilot turned stabilized boards into wins quickly enough. Flag games where
Scion of Draco,Territorial Kavu,Kroxa, Titan of Death's Hunger, orArena of Glorycould have shortened the clock. - Role: Ask whether Domain Zoo correctly played beatdown, midrange, or survival control after the first public clues. Wrong-role losses should be tagged separately from card-power losses.
- Mistakes: Identify legal-action mistakes, missed attacks, overexposed threats, unnecessary shock damage, poor priority passes, and sideboarded-card mismatches. Do not infer hidden cards unless revealed by the engine.
- Stranded cards: List cards stuck in hand and why: missing colors, no legal target, poor timing, graveyard shortfall for
Kroxa, Titan of Death's Hunger, or reactive cards drawn without a relevant opponent line. - Overperformers and underperformers: Mark cards by board state and matchup. A card overperformed only if it changed the visible clock, resource balance, or survivability; a card underperformed only if legal alternatives would likely have improved the visible position.
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