4.2 KiB
Reflection Template For Blue Terror
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.
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Deciding factor: After each game, identify whether the result was decided by early pressure, protected interaction, mana development, graveyard velocity, sideboard cards, or one resolved opposing payoff; cite public cards and rules-engine action windows rather than inferred hidden cards.
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Mulligans: Record opening hand size, Island count, threat count, cantrip count, and interaction count. Note whether the keep had Delver of Secrets, Tolarian Terror, Cryptic Serpent, Brainstorm, Ponder, Mental Note, Thought Scour, Counterspell, Force Spike, Spell Pierce, or Lorien Revealed as mana smoothing.
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Mana: Check whether the deck had enough untapped blue mana at the decision points that mattered. Flag games where Counterspell was stranded, Lorien Revealed was forced to be a slow spell instead of land access, or Deep Analysis competed with holding up interaction.
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Velocity: Track whether Brainstorm, Ponder, Mental Note, and Thought Scour turned on Tolarian Terror or Cryptic Serpent before the opponent stabilized. Note whether self-mill helped, missed, or created tension with Sleep of the Dead or Deep Analysis graveyard use.
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Threat deployment: Ask whether the first Delver of Secrets, Tolarian Terror, Cryptic Serpent, or post-board Murmuring Mystic was deployed at the right time. Record whether waiting for Counterspell, Spell Pierce, Force Spike, Annul, Envelop, Hydroblast, Blue Elemental Blast, or Gut Shot would have changed the outcome.
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Interaction quality: For every Counterspell, Force Spike, Spell Pierce, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot, record whether it answered a game-relevant spell or was spent on a low-impact target. Flag soft counters that were held until the opponent could pay.
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Removal and tempo: Check whether Sleep of the Dead and Deem Inferior produced real damage, survival, or threat protection. Card text check required for Deem Inferior before assigning detailed tactical blame beyond the legal action and visible result.
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Sideboard impact: Record whether Annul, Blue Elemental Blast, Envelop, Gut Shot, Hydroblast, and Murmuring Mystic were actually legal and relevant in post-board games. Mark sideboard cards as stranded only when they remained unusable despite visible opposing targets or clear matchup expectations.
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Closing: Ask whether the deck converted a large Tolarian Terror, Cryptic Serpent, or transformed Delver of Secrets into lethal quickly enough. Flag games where repeated cantrips, Deep Analysis, or Lorien Revealed delayed a closing attack while the opponent assembled inevitability.
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Role accuracy: Record whether the pilot correctly acted as tempo, control, or racing deck in each turn cycle. A pass with open Counterspell can be correct, but it should be judged against the visible clock, current legal proactive plays, and likely next opposing payoff.
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Mistakes: Identify legal decisions that appear suspicious from public information: attacking with a needed blocker, tapping out before a decisive opposing turn, using Brainstorm without a plan to clear weak cards, or spending Spell Pierce/Force Spike after their window had decayed.
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Stranded cards: List cards that were repeatedly uncastable or low impact, especially Deep Analysis, Lorien Revealed, Sleep of the Dead, Deem Inferior, Murmuring Mystic, Annul, Envelop, Hydroblast, Blue Elemental Blast, and Gut Shot. Separate mana issues, matchup mismatch, and poor sequencing.
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Overperformers and underperformers: Name exact cards that won or lost games through visible actions. Compare Delver of Secrets pressure, Tolarian Terror speed, Cryptic Serpent redundancy, Counterspell protection, and sideboard card relevance across pre-board and post-board games.