38 lines
3.4 KiB
Markdown
38 lines
3.4 KiB
Markdown
# Reflection Template For Selesnya Gearhulk
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For each loss, name one primary cause and one secondary cause.
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For each win, name the card, package, or tactical policy that most contributed to the win.
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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.
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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.
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## Existing User Requests
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No additional user reflection requests were supplied.
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