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

6.5 KiB

Reflection Template For Falls

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: Which turn or decision most changed the game: early ramp, resolving Imoti, Celebrant of Bounty, missing a land drop, spending interaction, sideboarding, or failing to close after a large creature resolved?

  • Mulligans: Did the opening hand have green and blue access, at least one early mana play such as Rampant Growth, Explore, Growth Spiral, Arcane Signet, Simic Signet, Fellwar Stone, or Mind Stone, and a realistic path to six-plus mana?

  • Mana: Did Cultivate, Kodama's Reach, Skyshroud Claim, Wood Elves, Farhaven Elf, Krosan Tusker, Elvish Aberration, Generous Ent, or Greater Tanuki fix the game, arrive too late, or get stranded by missing colors?

  • Velocity: Did Opt, Preordain, Serum Visions, Sigiled Starfish, Darksteel Pendant, Mulldrifter, Treasure Cruise, Read the Tides, Mental Journey, or Rush of Knowledge improve the next two turns, or did selection consume a turn while the opponent's clock mattered more?

  • Commander engine: Did casting Imoti, Celebrant of Bounty produce immediate cascade value, bait removal at an acceptable time, or sit in hand because commander tax, board pressure, or open interaction made the commitment unsafe?

  • Top-end conversion: Did Annoyed Altisaur, Maelstrom Colossus, Eldrazi Devastator, Ulamog's Crusher, Walker of the Grove, Timberland Ancient, Spined Megalodon, or Colossal Dreadmaw stabilize, pressure life, or merely get chump-blocked?

  • Removal and tempo: Were Lignify, Utter Insignificance, Vapor Snag, Aethersnipe, Sword Coast Serpent // Capsizing Wave, Witness Protection, Unsummon, and Scour from Existence used on threats that actually changed the clock or engine state?

  • Stack discipline: Did Forceful Denial, Negate, Dispel, Hydroblast, or Blue Elemental Blast stop the pivotal spell, or were they spent before the opponent exposed a decisive action?

  • Sideboard: Did Weather the Storm, Relic of Progenitus, Return to Nature, and Scattershot Archer have visible targets or matchup pressure, or did sideboarding dilute the ramp-cascade plan?

  • Closing: Did Whispersilk Cloak, Crashing Drawbridge, bounce, or repeated large attackers convert board advantage into lethal damage before the opponent rebuilt?

  • Role and mistakes: Did Falls correctly identify whether it was stabilizing, racing, grinding, or forcing through one threat, and were any passes, attacks, blocks, or tap-out choices inconsistent with visible board state?

  • Stranded and standout cards: Which cards stayed in hand for three or more turns, which cards changed the game immediately, and which cards looked strong or weak only because of matchup context?

Existing User Requests

Reflection Template For Falls

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: Which turn or decision most changed the game: early ramp, resolving Imoti, Celebrant of Bounty, missing a land drop, spending interaction, sideboarding, or failing to close after a large creature resolved?

  • Mulligans: Did the opening hand have green and blue access, at least one early mana play such as Rampant Growth, Explore, Growth Spiral, Arcane Signet, Simic Signet, Fellwar Stone, or Mind Stone, and a realistic path to six-plus mana?

  • Mana: Did Cultivate, Kodama's Reach, Skyshroud Claim, Wood Elves, Farhaven Elf, Krosan Tusker, Elvish Aberration, Generous Ent, or Greater Tanuki fix the game, arrive too late, or get stranded by missing colors?

  • Velocity: Did Opt, Preordain, Serum Visions, Sigiled Starfish, Darksteel Pendant, Mulldrifter, Treasure Cruise, Read the Tides, Mental Journey, or Rush of Knowledge improve the next two turns, or did selection consume a turn while the opponent's clock mattered more?

  • Commander engine: Did casting Imoti, Celebrant of Bounty produce immediate cascade value, bait removal at an acceptable time, or sit in hand because commander tax, board pressure, or open interaction made the commitment unsafe?

  • Top-end conversion: Did Annoyed Altisaur, Maelstrom Colossus, Eldrazi Devastator, Ulamog's Crusher, Walker of the Grove, Timberland Ancient, Spined Megalodon, or Colossal Dreadmaw stabilize, pressure life, or merely get chump-blocked?

  • Removal and tempo: Were Lignify, Utter Insignificance, Vapor Snag, Aethersnipe, Sword Coast Serpent // Capsizing Wave, Witness Protection, Unsummon, and Scour from Existence used on threats that actually changed the clock or engine state?

  • Stack discipline: Did Forceful Denial, Negate, Dispel, Hydroblast, or Blue Elemental Blast stop the pivotal spell, or were they spent before the opponent exposed a decisive action?

  • Sideboard: Did Weather the Storm, Relic of Progenitus, Return to Nature, and Scattershot Archer have visible targets or matchup pressure, or did sideboarding dilute the ramp-cascade plan?

  • Closing: Did Whispersilk Cloak, Crashing Drawbridge, bounce, or repeated large attackers convert board advantage into lethal damage before the opponent rebuilt?

  • Role and mistakes: Did Falls correctly identify whether it was stabilizing, racing, grinding, or forcing through one threat, and were any passes, attacks, blocks, or tap-out choices inconsistent with visible board state?

  • Stranded and standout cards: Which cards stayed in hand for three or more turns, which cards changed the game immediately, and which cards looked strong or weak only because of matchup context?

Existing User Requests

No additional user reflection requests were supplied.