4.2 KiB
Reflection Template For Boros Tokens
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 each win came from early creature pressure, a wide Song of Totentanz turn, Warleader's Call damage, Frontline Rush combat conversion, Arabella, Abandoned Doll reach, Ojer Axonil, Deepest Might reach, or opponent stumbling. Record the visible turn where the game became favorable.
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Deciding factor: Identify whether each loss came from mana stumble, missed colored source, too many tapped lands, sweeper exposure, lifegain, graveyard engine, artifact/enchantment engine, oversized blocker, or failure to find a payoff. Tie the loss to public board state rather than hidden assumptions.
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Mulligans: Check whether keep decisions required both early pressure and a payoff path. Flag hands that kept only payoffs such as Warleader's Call, Frontline Rush, Arabella, Abandoned Doll, or Ojer Axonil, Deepest Might without enough bodies.
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Mana: Track whether Inspiring Vantage, Sacred Foundry, Sundown Pass, Mountain, Fountainport, Dalkovan Encampment, and Painter's Studio // Defaced Gallery sequencing produced timely red and white. Record every game where utility lands delayed Hired Claw, Stadium Headliner, Voice of Victory, Song of Totentanz, or Warleader's Call.
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Velocity: Measure whether the deck spent the first three turns adding board presence or lost tempo to reactive cards. Flag draws where Erode, Seam Rip, or Shocking Sharpshooter sat in hand without meaningful legal targets.
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Engines: Record whether Warleader's Call, Song of Totentanz, Voice of Victory, Fountainport, Dalkovan Encampment, and Painter's Studio // Defaced Gallery created enough bodies or damage to justify their timing. Card text check required before assigning exact engine credit for any ambiguous trigger or activated ability.
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Removal: Record whether Erode, Seam Rip, Shocking Sharpshooter, and Requisition Raid answered the permanent that actually changed combat or inevitability. Mark removal as underperforming when it targeted a low-impact card while a stabilizer remained visible.
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Sideboard: Compare sideboarded games against pre-board games by clock speed, threat density, and stranded cards. Flag over-sideboarding when Rest in Peace, Hexing Squelcher, Sunspine Lynx, Goddric, Cloaked Reveler, Delney, Streetwise Lookout, Dawn's Truce, Erode, or Requisition Raid reduced pressure without answering a proven axis.
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Closing: Check whether lethal turns used all visible legal damage sources before passing priority. Review missed lethal candidates involving Frontline Rush, Warleader's Call, Song of Totentanz, Arabella, Abandoned Doll, Ojer Axonil, Deepest Might, and attacks with tokens.
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Role: Verify whether the pilot correctly stayed aggressive against slow decks and shifted to preservation only when racing math or visible sweepers demanded it. Record spots where Hired Claw, Stadium Headliner, Voice of Victory, or Howlsquad Heavy should have attacked, blocked, or stayed back.
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Mistakes: Review every pass with open mana, every declined attack, and every nonlethal interaction spell. Classify mistakes as legality misunderstanding, combat math, mana sequencing, threat timing, sideboard plan, or hidden-information overreach.
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Stranded cards: Count games where Frontline Rush lacked attackers, Warleader's Call lacked bodies, Song of Totentanz lacked payoff, Ojer Axonil, Deepest Might was too slow, or Dawn's Truce had no decisive legal use. Use these counts before changing quantities.
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Overperformers and underperformers: Name exact cards that materially changed wins or losses, not broad roles. Separate main-deck findings from sideboard findings so a strong Rest in Peace game does not justify weakening the base pressure plan.
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