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Reflection Template For Mardu Discard

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: After each game, identify whether the result came from pressure, discard, recursion, removal timing, mana, or sideboard cards rather than from a generic midrange label. Note whether Bloodghast, Marauding Mako, Hardened Academic, Iron-Shield Elf, Tersa Lightshatter, Inti, Seneschal of the Sun, Cecil, Dark Knight, or Carnage, Crimson Chaos actually dealt meaningful damage or merely occupied mana.

  • Mulligans: Record whether kept hands had castable early plays, at least two lands, and a coherent first-three-turn plan. Flag hands that kept Sacred Foundry, Blood Crypt, or Godless Shrine painfully without a spell that changed the game, and flag hands where Bloodghast was the only threat into visible graveyard hate.

  • Mana: Track every game where colors or entering-tapped lands delayed Burst Lightning, Cool but Rude, Moonshadow, Practiced Offense, Requiting Hex, or a sideboard card. Separate true mana failure from sequencing mistakes with Concealed Courtyard, Inspiring Vantage, Starting Town, Blazemire Verge, Mountain, Sacred Foundry, Blood Crypt, and Godless Shrine.

  • Velocity: Ask whether the deck spent mana every early turn while still preserving interaction. Mark games where discard-like actions from Cool but Rude, Moonshadow, Requiting Hex, or Strategic Betrayal happened after the opponent had already converted the relevant card into board presence.

  • Engines: Check whether recursive or graveyard pressure from Bloodghast mattered more than ordinary creature damage. Note when Leyline of the Void helped enough to justify weakening Bloodghast, and note when graveyard hate was low-impact because the game was decided on battlefield tempo.

  • Removal: Review each Burst Lightning, Erode, Sheltered by Ghosts, Seam Rip, Duel Tactics, and Practiced Offense use only from visible legal text and board state. Card text check required for uncertain cards; record whether the action killed a key threat, stopped lethal, enabled attacks, or merely traded down.

  • Sideboard: For each post-board game, ask whether Sheltered by Ghosts, Strategic Betrayal, Seam Rip, Duel Tactics, Leyline of the Void, Case of the Crimson Pulse, Voice of Victory, and sideboard Inti, Seneschal of the Sun matched the opponents public plan. Flag configurations that added answers but lost the ability to close.

  • Closing: Reconstruct the turn where the opponent first reached a two-turn clock or lower. Ask whether Burst Lightning, Practiced Offense, recurring Bloodghast, or attacks from Marauding Mako, Hardened Academic, Iron-Shield Elf, Tersa Lightshatter, Cecil, Dark Knight, or Carnage, Crimson Chaos could have ended the game sooner.

  • Role: Label each game as beatdown, stabilizer, or attrition after the fact, then compare that to the decisions made. Flag role mistakes where the pilot held back attackers while ahead, fired interaction too early while behind, or overcommitted into visible sweepers.

  • Stranded cards: List cards that stayed in hand for three or more turns and why. Separate color screw, no legal target, wrong matchup texture, missed window, and Card text check required uncertainty.

  • Overperformers and underperformers: Count which exact cards caused wins, bought time, forced bad blocks, or sat unused. Pay special attention to whether one-of cards such as Erode, Cecil, Dark Knight, Carnage, Crimson Chaos, and main-deck Inti, Seneschal of the Sun justified their slots.

Existing User Requests

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