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

3.5 KiB

Reflection Template For Mono-Red Prowess

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 the game was won or lost by early creature pressure, spell velocity, removal tempo, creature-land reach, sideboard hate, or failure to close after the opponent stabilized.
  • Mulligan check: Note whether the opener had a one-drop pressure card such as Monastery Swiftspear, Soul-Scar Mage, or Kumano Faces Kakkazan, and whether keeping without one produced enough damage by turn three.
  • Mana check: Track whether Mountain count, Mutavault, Den of the Bugbear, Ramunap Ruins, or Sokenzan, Crucible of Defiance enabled the intended curve, or whether colorless lands stranded Burst Lightning, Reckless Rage, Monstrous Rage, or multiple red spells.
  • Velocity check: Count how often the pilot double-spelled with Monastery Swiftspear, Soul-Scar Mage, or Emberheart Challenger in play, and whether holding spells for prowess timing gained more damage than casting on curve.
  • Engine check: Record whether Kumano Faces Kakkazan and Emberheart Challenger created enough early pressure or cards/action to justify hands that were otherwise low on threats.
  • Removal check: For each Burst Lightning, Reckless Rage, Flowstone Infusion, or Scorching Shot, ask whether targeting a creature increased the clock, protected a threat, or wasted reach that should have gone face.
  • Pump check: For each Monstrous Rage, record whether the target survived, whether trample mattered, whether casting before blockers was forced, and whether open mana made the line too fragile.
  • Closing check: Record whether Sunspine Lynx, Screaming Nemesis, Burst Lightning, Ramunap Ruins, Den of the Bugbear, Mutavault, or Sokenzan, Crucible of Defiance ended games that stalled after combat pressure.
  • Role check: Identify the turn where the pilot should have changed from board control to face damage, or from racing to removing blockers and preserving life.
  • Sideboard check: For Ghost Vacuum, Weathered Runestone, Hexing Squelcher, Magebane Lizard, Flowstone Infusion, and Scorching Shot, record whether the card had visible text-relevant impact or diluted the main pressure plan.
  • Stranded-card check: List every card stuck in hand for two or more turns, especially Reckless Rage without a safe friendly creature, Monstrous Rage without a good attack, sideboard hate without a target, or creature lands when red mana was needed.
  • Mistake check: Flag missed lethal, missed prowess sequencing, attacking a needed blocker under a short clock, spending Burst Lightning too early, or exposing the only threat to a bad Reckless Rage exchange.
  • Overperformer check: Mark which of Monastery Swiftspear, Soul-Scar Mage, Emberheart Challenger, Screaming Nemesis, Sunspine Lynx, Burst Lightning, Monstrous Rage, Mutavault, and Ramunap Ruins most often converted close games.
  • Underperformer check: Mark which main-deck or sideboard cards were repeatedly low-impact, illegal to use, too slow, or dependent on card text that needs confirmation.

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