4.0 KiB
Raw Blame History

Reflection Template For Mono-U 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.

  • Deciding factor: Identify the turn cycle that most changed win probability, then tie it to a concrete visible event such as Delver of Secrets connecting, Cryptic Serpent or Tolarian Terror resolving, Counterspell stopping a payoff, Spell Pierce losing relevance, or a tap-out window for Deep Analysis.

  • Mulligans: Record whether the opening hand had Island access, a second-land path through Lórien Revealed, Ponder, Brainstorm, Thought Scour, or Mental Note, and an actual plan for the first two turns. Flag keeps where cantrips found cards but did not create velocity toward mana, pressure, or interaction.

  • Mana: Check whether the pilot missed Counterspell mana, spent blue mana before a critical stack window, or used Lórien Revealed correctly as land development rather than slow card flow. Note any game where one Island plus cantrips was functionally worse than a mulligan.

  • Velocity: Compare the number of early graveyard-filling spells cast to the turn when Cryptic Serpent or Tolarian Terror became castable. Flag games where Brainstorm, Ponder, Thought Scour, or Mental Note were sequenced for card volume but failed to enable a cheap closer or protection.

  • Engine pressure: Record whether Delver of Secrets mattered as an early clock or became a low-impact body. Track whether the deck won by protecting one closer, chaining multiple closers, or using Sleep of the Dead and Deem Inferior to force final attacks.

  • Interaction: List every Counterspell, Spell Pierce, Deem Inferior, Sleep of the Dead, Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, and Dispel use, then judge whether the target changed the next turn cycle. Mark interaction spent on low-impact cards when a known or likely payoff followed.

  • Sideboard impact: Record whether the post-board configuration increased the number of live legal actions in the matchup. Note any Hydroblast, Blue Elemental Blast, Annul, Gut Shot, Steel Sabotage, Envelop, or Dispel stranded in hand because the opponents visible cards did not match the expected axis.

  • Closing: Ask whether the pilot converted a stable board into lethal quickly enough. Flag turns where attacking with Cryptic Serpent, Tolarian Terror, or Delver of Secrets was delayed without a visible defensive reason, and turns where Sleep of the Dead or Deem Inferior could have opened a lethal or near-lethal attack.

  • Role: Decide whether the deck correctly played tempo, control, or race in the actual game state. Mark role mistakes where the pilot held interaction without pressure against a bigger deck, tapped low against a fast deck, or overprotected a threat that was not the current win condition.

  • Mistakes: Identify any legal action chosen from habit rather than visible board state. Pay special attention to passing with relevant interaction available, using Spell Pierce after the opponent could pay, casting Brainstorm without a way to clear weak cards, or self-milling when graveyard discount no longer mattered.

  • Stranded cards: Track cards repeatedly stuck in hand, including Deep Analysis against pressure, extra Cryptic Serpent or Tolarian Terror without graveyard count, Spell Pierce in long games, and narrow sideboard cards without targets. A stranded card is a tuning signal only if the game state gave enough time or mana to use it.

  • Overperformers and underperformers: Name the exact cards that decided wins and losses, not only packages. Separate cards that were tactically weak from cards that were strong but unsupported by mana, graveyard count, or protection.