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

3.7 KiB

Reflection Template For Blue Artifacts

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 the turn cycle that most changed the game, and note whether the cause was an engine connection, a missed pressure window, an unanswered opposing permanent, a mana bottleneck, or a failure to close after stabilization.

  • Mulligans: Record whether each keep had a real engine path involving Goblin Welder, Goblin Engineer, Emry, Lurker of the Loch, Urza's Saga, Mox Opal, or Lotus Petal, and flag hands that only cycled Mishra's Bauble, Urza's Bauble, or Chromatic Star without board impact.

  • Mana: Check whether colored mana was spent in the right order, especially blue for Emry, Lurker of the Loch and Tezzeret, Cruel Captain, red for Goblin Welder and Goblin Engineer, and white after sideboarding for Containment Priest or Portable Hole.

  • Velocity: Ask whether early cheap artifacts enabled metalcraft, affinity-style casting, graveyard setup, or Urza's Saga pressure, rather than becoming low-impact churn that left the deck behind on board.

  • Engine execution: Review every Goblin Engineer, Goblin Welder, and Emry, Lurker of the Loch decision for the intended artifact, source zone, destination zone, summoning-sickness constraint, and whether graveyard hate or removal made the line fragile.

  • Removal and disruption: Record whether Pithing Needle, Disruptor Flute, Haywire Mite, Portable Hole, Sudden Demise, Flusterstorm, Swan Song, Void Mirror, Tormod's Crypt, and Containment Priest answered a decisive visible problem or were spent on a low-impact object.

  • Sideboard impact: Compare post-board games to Game 1 by asking which sideboard card actually changed legal actions, combat math, stack decisions, graveyard access, or permanent functionality.

  • Closing: Track whether wins came from Urza's Saga constructs, Tezzeret, Cruel Captain, Phyrexian Dragon Engine, Legion Extruder, Pinnacle Emissary, Sewer-veillance Cam, Skateboard, or recursive value, and flag games where stabilization failed to become pressure.

  • Role assignment: Check whether the pilot correctly chose combo-engine, artifact-midrange, prison-stabilization, or disruptive-tempo posture from visible information, and note any turn where the deck played the wrong role for the board.

  • Mistakes: Mark any action where the chosen legal action ignored public information, missed an available engine activation, exposed a key creature unnecessarily, spent Lotus Petal or Mox Opal into a later color shortage, or attacked when Ensnaring Bridge or blocking mattered more.

  • Stranded cards: List cards stranded in hand or graveyard and explain whether the blocker was mana, missing artifact density, missing creature engine, opponent hate, timing, or card text uncertainty.

  • Overperformers and underperformers: Name exact cards that generated material advantage or repeatedly failed to matter, with separate notes for main-deck cards and sideboard cards.

  • Text uncertainty: Flag every decision involving Legion Extruder, Pinnacle Emissary, Sewer-veillance Cam, Skateboard, or other unfamiliar card text where Card text check required would have changed the tactical conclusion.

Existing User Requests

No additional user reflection requests were supplied.