4.1 KiB
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.
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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, orCarnage, Crimson Chaosactually 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, orGodless Shrinepainfully without a spell that changed the game, and flag hands whereBloodghastwas 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 withConcealed Courtyard,Inspiring Vantage,Starting Town,Blazemire Verge,Mountain,Sacred Foundry,Blood Crypt, andGodless 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, orStrategic Betrayalhappened after the opponent had already converted the relevant card into board presence. -
Engines: Check whether recursive or graveyard pressure from
Bloodghastmattered more than ordinary creature damage. Note whenLeyline of the Voidhelped enough to justify weakeningBloodghast, 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, andPracticed Offenseuse 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 sideboardInti, Seneschal of the Sunmatched the opponent’s 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, recurringBloodghast, or attacks fromMarauding Mako,Hardened Academic,Iron-Shield Elf,Tersa Lightshatter,Cecil, Dark Knight, orCarnage, Crimson Chaoscould 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.
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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.
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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-deckInti, Seneschal of the Sunjustified their slots.
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