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# Reflection Template For Goblins
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: Record whether the game was decided by early `Goblin Lackey` pressure, `Goblin Warchief` haste sequencing, `Goblin Piledriver` burst damage, `Goblin Ringleader` reload, `Siege-Gang Commander` reach, mana denial from `Rishadan Port` or `Wasteland`, or a failed attempt to shift roles.
- Mulligans: Note whether the opening hand had red mana, a one- or two-turn pressure plan, and a recovery card such as `Goblin Matron` or `Goblin Ringleader`. Flag keeps that relied on `Rishadan Port`, `Wasteland`, or `Wooded Foothills` without enough colored development.
- Mana: Track whether `Karplusan Forest` damage mattered, whether green access for `Naturalize` or sideboard cards was available on time, and whether colorless lands delayed `Goblin Warchief`, `Goblin Matron`, `Goblin Ringleader`, or `Siege-Gang Commander`.
- Velocity: Check whether the deck spent turns adding pressure or merely using mana. Flag turns where `Goblin Matron` searched without improving the next turn cycle, `Goblin Ringleader` arrived too late, or land denial delayed the opponent but also slowed lethal pressure.
- Engine performance: Record whether `Goblin Matron` found the correct role card: `Goblin Warchief` for speed, `Goblin Ringleader` for reload, `Gempalm Incinerator` for removal, `Goblin Sharpshooter` or `Sparksmith` for creature boards, `Goblin Tinkerer` for artifacts, `Caller of the Claw` for sweeper recovery, or `Siege-Gang Commander` for closing.
- Removal use: Review every `Gempalm Incinerator`, `Mogg Fanatic`, `Sparksmith`, `Goblin Sharpshooter`, and `Pyrokinesis` decision. Ask whether the target opened attacks, protected life total, stopped an engine, or was spent on a creature that did not change the race.
- Sideboard impact: For each post-board game, record whether `Pyroblast`, `Red Elemental Blast`, `Pyrokinesis`, `Tormod's Crypt`, `Hull Breach`, `Tranquil Domain`, sideboard `Caller of the Claw`, or sideboard `Sparksmith` was drawn, cast, stranded, or unnecessary. Note whether non-Goblin sideboard density reduced `Goblin Ringleader`, `Gempalm Incinerator`, or `Goblin Piledriver` effectiveness.
- Closing: Identify the turn where lethal or near-lethal became available. Check whether the pilot used `Goblin Warchief` haste, `Goblin Piledriver` attack math, `Rishadan Port` upkeep pressure, `Wasteland` tempo, or `Siege-Gang Commander` damage to convert advantage before the opponent stabilized.
- Role accuracy: Record whether the deck correctly played aggro, removal-tempo, midrange reload, or mana-denial pressure. Flag games where it stayed defensive after gaining initiative or attacked into a board where preserving creatures would have improved the next turn cycle.
- Mistakes and stranded cards: Mark cards that were legal but uncastable, reactive cards with no target, or tutor targets that never affected the game. Pay special attention to stranded `Naturalize`, `Goblin Tinkerer`, `Goblin King`, `Caller of the Claw`, `Sparksmith`, and sideboard hate.
- Overperformers and underperformers: Record which exact cards produced winning turns and which cards were repeatedly low impact. Separate card strength from matchup context, mana constraints, and pilot sequencing errors.
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