36 lines
3.9 KiB
Markdown
36 lines
3.9 KiB
Markdown
# Reflection Template For Living End
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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 each win or loss was decided by resolving `Living End`, failing to find cascade, losing to hate, losing before turn three or four, losing a stack fight, or failing to close after a resolved reset.
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- Mulligans: Record whether opening hands had a cascade spell (`Violent Outburst` or `Shardless Agent`), enough cyclers, enough lands, and at least one relevant interaction piece such as `Force of Negation`, `Subtlety`, or `Endurance` when the matchup demanded it.
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- Mana: Record whether `Misty Rainforest`, `Wooded Foothills`, shock lands, surveil lands, `Boseiju, Who Endures`, `Mistrise Village`, and landcyclers produced the colors needed on the decisive turn without excessive life loss or tapped-land delay.
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- Velocity: Record whether `Street Wraith`, `Curator of Mysteries`, `Generous Ent`, `Oliphaunt`, `Colossal Skyturtle`, and `Striped Riverwinder` put enough bodies into the graveyard before the first cascade, and note games where cycling for volume conflicted with holding pitch cards.
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- Engine execution: Record whether `Violent Outburst` timing was materially better than `Shardless Agent` timing, especially around instant-speed end-step cascades, combat windows, and keeping mana open for interaction.
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- Interaction: Record whether `Force of Negation`, `Subtlety`, `Endurance`, `Boseiju, Who Endures`, `Sink into Stupor`, and sideboard answers were used on threats that mattered, or spent too early on cards that did not stop the opponent's winning line.
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- Graveyard pressure: Record the visible graveyard size and returned power at every `Living End`; flag cascades that returned too little pressure, returned a stronger opposing board, or failed because hate was still active.
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- Closing: Record whether post-`Living End` boards with `Curator of Mysteries`, `Generous Ent`, `Oliphaunt`, `Colossal Skyturtle`, and `Striped Riverwinder` killed quickly enough, or whether the opponent stabilized with removal, blockers, sweepers, or a faster combo.
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- Sideboard: Record whether each brought-in card solved a visible problem: `Force of Vigor` and `Ingot Chewer` for artifacts/enchantments, `Brotherhood's End` and `Dismember` for creature pressure, `Mystical Dispute` for blue stack fights, `Faerie Macabre` for graveyards, `Brazen Borrower` for bounce tempo, and `Obsidian Charmaw` for land-engine pressure.
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- Role: Record whether the pilot correctly identified combo, midrange-control, tempo, or survival mode. Flag games where the deck waited too long against combo, cascaded too early against interaction, or tried to grind when lethal setup was available.
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- Mistakes: Record legal alternatives the agent rejected at key turns, especially passing with cascade available, pitching the wrong card, fetching the wrong land, attacking into a bad race, or failing to answer a visible hate permanent.
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- Stranded cards: Record cards stuck in hand at game end, especially `Living End`, extra cascade spells, pitch interaction without pitch cards, sideboard bullets without targets, or landcyclers held too long.
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- Overperformers and underperformers: Track which exact cards changed outcomes, including main-deck cards with 2+ copies and every sideboard card. Card text check required for `Wistfulness`; evaluate it only from confirmed legal actions and observed game impact.
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## Existing User Requests
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No additional user reflection requests were supplied.
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