38 lines
3.4 KiB
Markdown
38 lines
3.4 KiB
Markdown
# Reflection Template For Gruul Landfall
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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, landfall burst damage, protection timing, Self-Destruct interaction, mana failure, or inability to close through blockers.
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- Mulligans: For each opener, note whether it had green mana, an early permanent, a fetch land, and either Llanowar Elves, Sazh's Chocobo, Tifa Lockhart, Mossborn Hydra, Traveling Chocobo, Ordeal of Nylea, Ride the Shoopuf, or Icetill Explorer as a concrete development path.
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- Mana: Track every game where Self-Destruct was stranded by lack of Mountain, where fetching Mountain delayed green development, or where Llanowar Elves meaningfully accelerated a threat ahead of curve.
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- Velocity: Count how often Evolving Wilds or Fabled Passage created a decisive precombat landfall turn versus sitting unused because no visible trigger, mana need, or combat change existed.
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- Engine pieces: Note whether Sazh's Chocobo, Tifa Lockhart, Mossborn Hydra, Traveling Chocobo, Ordeal of Nylea, Ride the Shoopuf, and Icetill Explorer generated enough pressure or resources to justify their slots; Card text check required for exact engine claims on newer or unfamiliar cards.
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- Protection: Record whether Snakeskin Veil or Overprotect saved the creature that mattered, sat unused while the opponent advanced, or was spent on a creature that did not affect the clock.
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- Removal: Log every Self-Destruct target and ask whether that target prevented lethal, enabled lethal, removed a blocker that changed combat, or answered a visible engine creature.
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- Closing: Identify games where the deck reached a large battlefield but failed to finish, then check whether fetch timing, Ordeal of Nylea placement, Escape Tunnel legal actions, or protection conservation would have changed the final attack.
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- Role: After each match, decide whether the deck correctly played as the aggressor, the stabilizing creature deck, or the protected-threat deck based on visible board state rather than matchup label.
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- Mistakes: Flag attacks, blocks, fetch activations, protection spells, or Self-Destruct casts that looked correct from the guide but were contradicted by Forge legal outcomes or visible combat math.
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- Stranded cards: Track hands where Snakeskin Veil, Overprotect, Self-Destruct, Ordeal of Nylea, Ride the Shoopuf, or Icetill Explorer lacked a legal or useful window.
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- Overperformers: Mark cards that repeatedly converted early mana into lethal pressure, protected a decisive threat, or turned one fetch land into enough damage to end the game.
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- Underperformers: Mark cards that repeatedly arrived too late, required too much setup, conflicted with mana, or failed to affect combat when behind.
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- Sideboard: Confirm that no sideboard action changed the registered 60, because the current registered sideboard has 0 cards.
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## Existing User Requests
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No additional user reflection requests were supplied.
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