2026-06-19 18:54:22 -03:00

3.3 KiB

Reflection Template For Izzet Sneak and Show

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: identify whether the game was decided by a resolved Show and Tell, Sneak Attack, Omniscience, Atraxa, Grand Unifier, Emrakul, the Aeons Torn, or by failure to assemble/protect one of those lines before the opponent's clock mattered.

  • Mulligans: record whether each keep had an enabler, payoff, mana, and either Force of Will or selection, and flag any keep that relied on Brainstorm, Ponder, Stock Up, or Mystical Tutor to find multiple missing categories.

  • Mana: note every game where Ancient Tomb life loss, Steam Vents shock decisions, fetch timing, Chrome Mox imprint, or missing red/blue mana changed the viable line.

  • Velocity: check whether Brainstorm, Ponder, Stock Up, and Mystical Tutor found the missing piece quickly enough, or whether selection consumed turns without producing Show and Tell, Sneak Attack, Omniscience, protection, or a payoff.

  • Engine commitment: review each combo turn for whether waiting was better than casting Show and Tell into symmetry, activating Sneak Attack without enough damage, or tapping out for Omniscience without follow-up.

  • Interaction: audit Force of Will use for decisive stack fights only, and mark any counter spent on a low-impact spell while a combo blocker, hate card, or opposing enabler resolved later.

  • Sideboard: verify each sideboarded game stayed threat-dense, and record whether Vexing Bauble, Ragavan, Nimble Pilferer, Faerie Macabre, Consumed by History, Into the Flood Maw, or Hexing Squelcher affected the turn it was drawn or cast.

  • Removal and answers: log whether Sink into Stupor, Into the Flood Maw, Consumed by History, or Hexing Squelcher had legal text-supported targets, and whether holding them opened a better combo window than spending them immediately.

  • Closing: record whether Atraxa, Grand Unifier was chosen when stabilization or reload mattered, whether Emrakul, the Aeons Torn was chosen when one attack could end the game, and whether Omniscience converted into enough follow-up.

  • Role: compare intended role to actual play pattern, especially games where the deck became too reactive after sideboarding or too fast into visible interaction.

  • Mistakes: flag any legal-action choice that ignored visible board state, public graveyards, stack objects, known revealed cards, or rules-engine warnings.

  • Stranded cards: list any repeated stranded copies of Atraxa, Grand Unifier, Emrakul, the Aeons Torn, Omniscience, Sneak Attack, Show and Tell, Force of Will, or sideboard cards, and name the missing resource that stranded them.

  • Overperformers and underperformers: track which exact cards produced wins, bought turns, or sat unused, separating main-deck performance from sideboard-game performance.

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