7.3 KiB

Reflection Template For The Rock

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: Record whether the game was decided by early discard plus pressure, recursive sacrifice value, a specific sideboard card, opponent speed, mana failure, or a stalled closing plan. Note the exact turn where the winning side became favored from visible board state.

  • Mulligans: Ask whether the opener had black mana, an early legal spell, and either pressure or disruption. Flag keeps that had Phyrexian Tower without enough creature material, sacrifice engines without fodder, or only slow cards such as Spymaster's Vault, Sephiroth, Fabled SOLDIER, or Phoenix Fleet Airship; Card text check required for exact slow-card labels.

  • Mana: Track whether Marsh Flats, Verdant Catacombs, Polluted Delta, Bloodstained Mire, Overgrown Tomb, Underground Mortuary, Swamp, and Phyrexian Tower produced the colors and timing needed. Record games where shock/fetch life loss made Thoughtseize or racing worse.

  • Velocity: Ask whether Malevolent Rumble found relevant material or consumed tempo while behind. Record whether the deck had enough one- and two-mana actions to pressure combo, stabilize against creatures, and rebuild after removal.

  • Engines: Record when Chthonian Nightmare, Warren Soultrader, Marionette Apprentice, Gravecrawler, Shambling Ghast, and Phyrexian Tower produced repeatable advantage versus when pieces were stranded separately. Identify whether sacrifice choices preserved the permanent or graveyard card needed for the next legal action.

  • Removal and disruption: Ask whether Thoughtseize, Flare of Malice, and sideboard Fatal Push hit cards that actually changed the game. Flag early interaction spent on low-impact targets while a visible payoff, clock, sweeper, or hate card remained unhandled.

  • Sideboard: Check whether Vexing Bauble, Nihil Spellbomb, Ashiok, Dream Render, Shatter Assumptions, Culling Ritual, Break the Ice, and Fatal Push matched revealed opponent plans. Mark any game where narrow cards sat unused or diluted the recursive creature count.

  • Closing: Ask whether the deck converted stabilization into lethal pressure with Orcish Bowmasters, Marionette Apprentice, Gravecrawler, tokens, or other visible threats. Record turns where the pilot passed, over-defended, or spent mana on low-impact actions instead of shortening the clock.

  • Role discipline: Record whether the pilot correctly played as aggressor, stabilizer, or attrition deck after public information changed. Flag games where Thoughtseize took a defensive card while racing was required, or removal was held while survival was the priority.

  • Mistakes and stranded cards: List every stranded Flare of Malice, Chthonian Nightmare, Warren Soultrader, Spymaster's Vault, Sephiroth, Fabled SOLDIER, Phoenix Fleet Airship, or sideboard card and identify the missing resource, timing window, or legal target.

  • Overperformers and underperformers: Count which exact cards generated wins, stabilized losses, or failed to affect the board. Separate card strength from pilot sequencing and from Card text check required uncertainty.

Existing User Requests

Reflection Template For The Rock

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: Record whether the game was decided by early discard plus pressure, recursive sacrifice value, a specific sideboard card, opponent speed, mana failure, or a stalled closing plan. Note the exact turn where the winning side became favored from visible board state.

  • Mulligans: Ask whether the opener had black mana, an early legal spell, and either pressure or disruption. Flag keeps that had Phyrexian Tower without enough creature material, sacrifice engines without fodder, or only slow cards such as Spymaster's Vault, Sephiroth, Fabled SOLDIER, or Phoenix Fleet Airship; Card text check required for exact slow-card labels.

  • Mana: Track whether Marsh Flats, Verdant Catacombs, Polluted Delta, Bloodstained Mire, Overgrown Tomb, Underground Mortuary, Swamp, and Phyrexian Tower produced the colors and timing needed. Record games where shock/fetch life loss made Thoughtseize or racing worse.

  • Velocity: Ask whether Malevolent Rumble found relevant material or consumed tempo while behind. Record whether the deck had enough one- and two-mana actions to pressure combo, stabilize against creatures, and rebuild after removal.

  • Engines: Record when Chthonian Nightmare, Warren Soultrader, Marionette Apprentice, Gravecrawler, Shambling Ghast, and Phyrexian Tower produced repeatable advantage versus when pieces were stranded separately. Identify whether sacrifice choices preserved the permanent or graveyard card needed for the next legal action.

  • Removal and disruption: Ask whether Thoughtseize, Flare of Malice, and sideboard Fatal Push hit cards that actually changed the game. Flag early interaction spent on low-impact targets while a visible payoff, clock, sweeper, or hate card remained unhandled.

  • Sideboard: Check whether Vexing Bauble, Nihil Spellbomb, Ashiok, Dream Render, Shatter Assumptions, Culling Ritual, Break the Ice, and Fatal Push matched revealed opponent plans. Mark any game where narrow cards sat unused or diluted the recursive creature count.

  • Closing: Ask whether the deck converted stabilization into lethal pressure with Orcish Bowmasters, Marionette Apprentice, Gravecrawler, tokens, or other visible threats. Record turns where the pilot passed, over-defended, or spent mana on low-impact actions instead of shortening the clock.

  • Role discipline: Record whether the pilot correctly played as aggressor, stabilizer, or attrition deck after public information changed. Flag games where Thoughtseize took a defensive card while racing was required, or removal was held while survival was the priority.

  • Mistakes and stranded cards: List every stranded Flare of Malice, Chthonian Nightmare, Warren Soultrader, Spymaster's Vault, Sephiroth, Fabled SOLDIER, Phoenix Fleet Airship, or sideboard card and identify the missing resource, timing window, or legal target.

  • Overperformers and underperformers: Count which exact cards generated wins, stabilized losses, or failed to affect the board. Separate card strength from pilot sequencing and from Card text check required uncertainty.

Existing User Requests

No additional user reflection requests were supplied.