3.4 KiB
Reflection Template For Selesnya Gearhulk
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: Record whether the game was won or lost by early mana, board snowball, missed interaction, stalled closing power, or a single opposing permanent that the visible legal actions could not answer.
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Mulligans: Ask whether the opener had functional green mana, early pressure, and a path to Brightglass Gearhulk, Surrak, Elusive Hunter, or Practiced Offense; flag hands that kept Llanowar Elves as the only bridge to casting spells.
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Mana: Track whether Starting Town, Temple Garden, Hushwood Verge, Forest, Plains, Abandoned Air Temple, and Multiversal Passage produced the colors and timing the game required; note every turn where white cards or green development were stranded.
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Velocity: Check whether Pawpatch Recruit, Badgermole Cub, Keen-Eyed Curator, Gene Pollinator, Leatherhead, Swamp Stalker, and Llanowar Elves entered early enough to force action before the opponent stabilized.
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Engine pressure: Evaluate whether Brightglass Gearhulk converted creatures, artifacts, counters, or board presence into a decisive clock; Card text check required before assigning a precise missed trigger or counter line.
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Removal: Ask whether Seam Rip and post-board Sheltered by Ghosts answered the visible permanent that mattered most, or whether they were spent on a lower-impact target while a race or engine continued.
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Protection: Review Shardmage's Rescue, Meltstrider's Resolve, Restoration Magic, and any protection-like legal action for timing discipline; Card text check required for exact saved-permanent conclusions.
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Sideboard: Check whether Erode, Rest in Peace, Soul-Guide Lantern, Goldvein Hydra, Balustrade Wurm, Restoration Magic, Sheltered by Ghosts, and Zack Fair matched the opponent's visible axis rather than merely looking castable.
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Closing: Identify turns where the deck had a large battlefield but failed to attack, use Practiced Offense, commit Brightglass Gearhulk, or deploy Surrak, Elusive Hunter before the opponent gained time.
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Role: Ask whether the pilot correctly stayed proactive against control and big mana, defensive against fast creature pressure, and selective against removal-heavy midrange.
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Mistakes: Mark any pass with unused mana where legal actions included pressure, protection, removal, or sideboard interaction; separate true legal-action limits from poor choices.
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Stranded cards: Log every card stuck in hand for color, timing, target, or board-state reasons, especially Brightglass Gearhulk, Practiced Offense, Seam Rip, Surrak, Elusive Hunter, and sideboard cards.
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Overperformers: Name cards that repeatedly changed combat math, forced removal, stabilized life total, or closed quickly, with the visible state that made them strong.
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Underperformers: Name cards that were low-impact, too slow, targetless, redundant, or awkward in multiples, with matchup and mana context attached.
Existing User Requests
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