23 lines
3.9 KiB
Markdown
23 lines
3.9 KiB
Markdown
# Reflection Template For Mardu Energy
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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 decided by early pressure, disruption, removal density, mana denial from `Strip Mine`, an engine card, sideboard hate, or failure to close after stabilizing. Note the exact visible turn when the winner became favored, not just the final board.
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- Mulligans: ask whether the opening hand had castable early pressure from `Guide of Souls`, `Ocelot Pride`, `Ajani, Nacatl Pariah`, or `Amped Raptor`, plus enough colored mana to act before falling behind. Flag keeps that relied on `Strip Mine` as mana when colored sources were missing.
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- Mana: track whether fetch-shock sequencing with `Sacred Foundry`, `Godless Shrine`, `Blood Crypt`, `Elegant Parlor`, or `Plains` preserved life while casting the right colors on time. Mark losses where `Strip Mine` was used before the deck could cast white removal, black disruption, or red sacrifice pressure.
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- Velocity: check whether `Amped Raptor`, `Guide of Souls`, and `Ocelot Pride` produced enough battlefield development before the opponent stabilized. Record games where interaction-heavy draws left no clock.
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- Engine performance: ask whether `Goblin Bombardment`, `Guide of Souls`, `Ocelot Pride`, `Ajani, Nacatl Pariah`, and `Orcish Bowmasters` converted small creatures and exchanges into real damage, material, or board control. Identify whether the engine failed because the card was absent, answered, cast too late, or unsupported.
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- Removal use: review each `Swords to Plowshares`, `Static Prison`, and `Seam Rip` decision against the visible threat it answered. Card text check required for `Seam Rip`; judge only whether Veles confirmed legal target and whether the action addressed the highest visible danger.
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- Disruption use: review `Thoughtseize`, `Duress`, `Deafening Silence`, `Surgical Extraction`, `Ghost Vacuum`, and `Deathrite Shaman` for timing and target quality. Penalize graveyard or hand disruption only when it spent mana or a card without affecting the opponent's visible plan.
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- Sideboard impact: record which sideboard cards were drawn, cast, stranded, or decisive: `Deafening Silence`, `Duress`, `Static Prison`, `Voice of Victory`, `Ghost Vacuum`, `Surgical Extraction`, `Deathrite Shaman`, `Goblin Bombardment`, and `Lurrus of the Dream-Den`. Ask whether the post-board configuration still presented a fast enough clock.
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- Closing: identify games where the deck stabilized but failed to finish through blockers, removal, or life gain. Check whether `Goblin Bombardment`, energy-enabled attacks, `Ocelot Pride`, or `Ajani, Nacatl Pariah` were preserved as closers.
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- Role choice: ask whether the pilot correctly became aggressor, attrition deck, or control deck from visible board state. Mark mistakes where the deck over-defended against combo, over-attacked into creature boards, or over-sideboarded into low-pressure disruption.
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- Stranded cards: list cards stuck in hand because of mana, target absence, timing, or opponent texture. Pay special attention to `Juggernaut Peddler`, extra removal, graveyard hate, and sideboard cards drawn in matchups where their axis was not visible.
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- Overperformers and underperformers: rank cards by game impact, not reputation. Separate cards that were weak because of matchup context from cards that were weak because the registered quantity or role may be wrong.
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## Existing User Requests
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No additional user reflection requests were supplied.
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