3.9 KiB
Reflection Template For Sultai Show and Tell
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 each game was won or lost by speed, protection, mana, selection quality, opponent pressure, a hate permanent, or a failed
Show and Tellcommitment. Note the exact turn and public board state when the decisive choice happened. -
Mulligans: Track whether opening hands had a realistic mix of mana,
Show and Tell, payoff, selection, and protection. Flag keeps that relied on multiple blind draw steps, lacked blue cards forForce of Will, or had tutors without enough life, mana, or time to use them. -
Mana: Log whether
Ancient Tomb, shock lands, fetch lands,Hedge Maze,Undercity Sewers,Mistrise Village, andWaterlogged Teachingssupported the selected line or cost too much tempo/life. Check whether green forVeil of Summer, black forVampiric TutororDemonic Tutor, and blue forShow and Tellwere available at the right windows. -
Velocity: Ask whether
Brainstorm,Ponder,Stock Up,Dig Through Time,Mystical Tutor,Vampiric Tutor, andDemonic Tutorfound the missing axis or merely cycled into the same incomplete plan. Mark any game where selection should have prioritized land, protection, payoff, orShow and Telldifferently. -
Engine conversion: Record every resolved
Show and Telland whether the chosen permanent wasOmniscience,Atraxa, Grand Unifier, orEmrakul, the Aeons Torn. Note whetherOmnisciencehad enough follow-up cards, whetherAtraxa, Grand Unifierstabilized or reloaded, and whetherEmrakul, the Aeons Tornactually closed before the opponent’s board mattered. -
Interaction: Review each
Force of Will,Veil of Summer,Sublime Epiphany,Flusterstorm,Thoughtseize,Abrupt Decay,Krosan Grip,Culling Ritual, andSurgical Extractiondecision. Ask whether the card protected the combo, answered the blocker to winning, or was spent on a low-impact exchange. -
Sideboard: Compare post-board games against the exact plan used and verify that added role cards addressed public problems without diluting
Show and Tell,Omniscience, and payoff density. Flag any sideboard card that sat stranded, arrived too late, or answered a threat that did not matter. -
Closing: Identify whether losses after a strong start came from waiting too long, committing without protection, choosing the wrong payoff, failing to use
Veil of Summer, or lacking a second threat after disruption. Track whetherSaiba SyphonerorSublime Epiphanycreated meaningful recovery lines. -
Role accuracy: Decide whether the pilot correctly played as fast combo, protected combo-control, or reactive control in each matchup. Mark visible moments where racing, sculpting, or interacting was the wrong role for the current clock.
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Mistakes and stranded cards: List every card stranded in hand at game end and why: missing color, missing mana, no legal target, poor timing, or overprotection. Pay special attention to duplicate
Omniscience, excess tutors, uncastableForce of Will, deadVeil of Summer, and sideboard cards without public targets. -
Overperformers and underperformers: Rank the cards that most often converted games and the cards that most often failed to affect the deciding turn. Separate strategic failure from variance; a card underperformed only if its role was available and still weak.
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