4.0 KiB
Reflection Template For The Rock
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.
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Deciding factor: Identify whether the game was decided by early discard, board stabilization, Recurring Nightmare recursion, Pernicious Deed timing, Ravenous Baloth lifegain, Spiritmonger pressure, Treetop Village damage, or an opposing engine that was not answered in time.
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Mulligans: Record whether the opener had both colors, a castable early play, and either disruption or board presence. Flag keeps that relied on Birds of Paradise or Wall of Roots surviving to cast four- and five-mana spells.
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Mana: Check whether Llanowar Wastes damage mattered, Dust Bowl delayed key turns, Treetop Village entered at an awkward time, or Forest/Swamp balance prevented casting Cabal Therapy, Duress, Smother, Wall of Blossoms, Pernicious Deed, or Ravenous Baloth on curve.
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Velocity: Note whether Wall of Blossoms, Yavimaya Elder, Krosan Tusker, and Call of the Herd provided enough material before the opponent’s decisive turn. Flag games where cycling Krosan Tusker was too slow or where Call of the Herd flashback was unavailable because the deck had to hold removal or Deed mana.
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Engines: Track whether Recurring Nightmare generated repeatable value with Wall of Blossoms, Yavimaya Elder, Deranged Hermit, Ravenous Baloth, or Spiritmonger. Flag every game where Recurring Nightmare was stranded by missing creatures, graveyard pressure, mana constraints, or an artifact/enchantment hate card.
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Removal: Review every Smother, Naturalize, Pernicious Deed, and sideboard Diabolic Edict decision for target quality and timing. Mark whether Pernicious Deed killed too many friendly permanents or whether waiting let the opponent extract extra damage or engine value.
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Sideboard: Verify that Engineered Plague, Genesis, Haunting Echoes, Naturalize, Pernicious Deed, Tormod's Crypt, and Diabolic Edict entered only for visible or strongly inferred roles. Flag over-sideboarding that reduced pressure, blockers, or recursion density.
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Closing: Record whether the deck closed quickly after stabilizing with Spiritmonger, Deranged Hermit, Ravenous Baloth, Call of the Herd, Stampeding Wildebeests, or Treetop Village. Flag games where repeated defensive choices gave the opponent too many draw steps.
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Role: Ask whether The Rock correctly shifted between control, attrition, and beatdown after Duress, Cabal Therapy, and public board information. Mark role mistakes such as holding discard too long against combo or attacking into a race where Ravenous Baloth lifegain was the stabilizing line.
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Mistakes: Log likely pilot errors involving blind Cabal Therapy names, premature Ravenous Baloth sacrifice, unsafe Recurring Nightmare commitment, wasteful Naturalize targets, Dust Bowl activations that stranded colored spells, and Pernicious Deed activations for the wrong value.
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Stranded cards: Count games where Nantuko Vigilante, Naturalize, Smother, Recurring Nightmare, Deranged Hermit, Stampeding Wildebeests, Krosan Tusker, or sideboard cards had no useful legal action before the game was effectively decided.
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Overperformers and underperformers: List the cards that most directly contributed to wins and losses, separating engine cards from stabilizers. Compare Ravenous Baloth, Wall of Blossoms, Spiritmonger, Pernicious Deed, Recurring Nightmare, Duress, Cabal Therapy, and Treetop Village by matchup role rather than raw mention count.
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