3.9 KiB

Reflection Template For Living End

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 each win or loss was decided by resolving Living End, failing to find cascade, losing to hate, losing before turn three or four, losing a stack fight, or failing to close after a resolved reset.

  • Mulligans: Record whether opening hands had a cascade spell (Violent Outburst or Shardless Agent), enough cyclers, enough lands, and at least one relevant interaction piece such as Force of Negation, Subtlety, or Endurance when the matchup demanded it.

  • Mana: Record whether Misty Rainforest, Wooded Foothills, shock lands, surveil lands, Boseiju, Who Endures, Mistrise Village, and landcyclers produced the colors needed on the decisive turn without excessive life loss or tapped-land delay.

  • Velocity: Record whether Street Wraith, Curator of Mysteries, Generous Ent, Oliphaunt, Colossal Skyturtle, and Striped Riverwinder put enough bodies into the graveyard before the first cascade, and note games where cycling for volume conflicted with holding pitch cards.

  • Engine execution: Record whether Violent Outburst timing was materially better than Shardless Agent timing, especially around instant-speed end-step cascades, combat windows, and keeping mana open for interaction.

  • Interaction: Record whether Force of Negation, Subtlety, Endurance, Boseiju, Who Endures, Sink into Stupor, and sideboard answers were used on threats that mattered, or spent too early on cards that did not stop the opponent's winning line.

  • Graveyard pressure: Record the visible graveyard size and returned power at every Living End; flag cascades that returned too little pressure, returned a stronger opposing board, or failed because hate was still active.

  • Closing: Record whether post-Living End boards with Curator of Mysteries, Generous Ent, Oliphaunt, Colossal Skyturtle, and Striped Riverwinder killed quickly enough, or whether the opponent stabilized with removal, blockers, sweepers, or a faster combo.

  • Sideboard: Record whether each brought-in card solved a visible problem: Force of Vigor and Ingot Chewer for artifacts/enchantments, Brotherhood's End and Dismember for creature pressure, Mystical Dispute for blue stack fights, Faerie Macabre for graveyards, Brazen Borrower for bounce tempo, and Obsidian Charmaw for land-engine pressure.

  • Role: Record whether the pilot correctly identified combo, midrange-control, tempo, or survival mode. Flag games where the deck waited too long against combo, cascaded too early against interaction, or tried to grind when lethal setup was available.

  • Mistakes: Record legal alternatives the agent rejected at key turns, especially passing with cascade available, pitching the wrong card, fetching the wrong land, attacking into a bad race, or failing to answer a visible hate permanent.

  • Stranded cards: Record cards stuck in hand at game end, especially Living End, extra cascade spells, pitch interaction without pitch cards, sideboard bullets without targets, or landcyclers held too long.

  • Overperformers and underperformers: Track which exact cards changed outcomes, including main-deck cards with 2+ copies and every sideboard card. Card text check required for Wistfulness; evaluate it only from confirmed legal actions and observed game impact.

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