3.8 KiB

Reflection Template For Red Rally

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 creature velocity, a Goblin Bushwhacker burst turn, Rally at the Hornburg pressure, direct burn reach, opposing lifegain, a sweeper, blocker density, mana stumble, or failure to convert a wide board into lethal.

  • Mulligans: Check whether the opener had a red source, at least one early threat, and a credible turn-two or turn-three damage plan. Flag keeps that depended on drawing a second land, on Manamorphose fixing the hand, or on Burning-Tree Emissary without enough follow-up pressure.

  • Mana: Note every game where Great Furnace enabled artifact count for Galvanic Blast or Goblin Tomb Raider, and every game where artifact-land exposure or missing red mana changed the line. Track whether 18 lands felt short, sufficient, or flood-prone across pre-board and post-board games.

  • Velocity: Ask whether Clockwork Percussionist, Gingerbrute, Voldaren Epicure, Goblin Tomb Raider, and Burning-Tree Emissary produced enough early damage before the opponent stabilized. Flag turns where casting a cantrip or resource card delayed board pressure without changing the race.

  • Burst turns: Review whether Goblin Bushwhacker and Rally at the Hornburg were held for a meaningful board or fired too early into low damage. Count missed lethal or near-lethal turns involving combat plus Lightning Bolt or Galvanic Blast.

  • Removal and reach: Separate burn used as removal from burn held for lethal. Ask whether Lightning Bolt, Galvanic Blast, Searing Blaze, Cast into the Fire, or End the Festivities answered blockers or engines that actually mattered, and flag burn spent on low-impact targets when opponent life total was already under pressure.

  • Sideboard: Evaluate whether Experimental Synthesizer and Reckless Impulse improved attrition games without making the deck too slow. Check whether Red Elemental Blast had real blue targets, whether Cast into the Fire had artifact targets worth the card, and whether End the Festivities or Searing Blaze changed creature races.

  • Closing: Identify games where the deck dealt 12-16 early damage but failed to finish. For those games, record whether the cause was missing burn, weak topdecks, lifegain, blockers, bad Goblin Bushwhacker timing, or sideboard cards reducing threat density.

  • Role: Confirm whether the pilot stayed aggressive when the matchup demanded racing and slowed down only when visible removal, blockers, or interaction made resource cards necessary. Flag games where the pilot became a low-pressure midrange deck without a clear reason.

  • Mistakes and stranded cards: Record stranded Inventor's Axe, Manamorphose, Rally at the Hornburg, Goblin Bushwhacker, Red Elemental Blast, Cast into the Fire, End the Festivities, Searing Blaze, Experimental Synthesizer, and Reckless Impulse. For each stranded card, mark whether the issue was mana, timing, target availability, board state, or sideboard configuration.

  • Overperformers and underperformers: Track which cards produced damage, mana, cards, or interaction at the moment they were needed. Judge cards by game-state impact, not by whether they were cast.