62 lines
7.3 KiB
Markdown
62 lines
7.3 KiB
Markdown
# Reflection Template For The Rock
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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 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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## Existing User Requests
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# Reflection Template For The Rock
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|
|
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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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## Existing User Requests
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No additional user reflection requests were supplied.
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