25 lines
3.5 KiB
Markdown
25 lines
3.5 KiB
Markdown
# Reflection Template For Stiflenought
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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: Identify whether the game was decided by an early protected `Phyrexian Dreadnought`, failed Dreadnought assembly, a counter war, pressure from creatures, burn pressure, or a long-game `Brain Freeze`/card-volume line.
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- Mulligans: Record every opener's land count, whether it contained `Phyrexian Dreadnought`, `Stifle` or `Vision Charm`, and whether `Opt`, `Portent`, `Impulse`, or `Accumulated Knowledge` gave enough velocity to justify keeping.
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- Mana: Note any turn where `17 Island` was insufficient, where a one-land keep missed the second `Island`, or where `Gush` returning `Island` disabled `Counterspell`, delayed protection, or made `Foil` costs harder.
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- Combo assembly: Track how often `Phyrexian Dreadnought` plus `Stifle` or `Vision Charm` appeared by turn three, and whether the pilot waited for `Counterspell`, `Foil`, `Hydroblast`, or `Annul` when visible interaction made waiting correct.
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- Protection quality: Record which opposing actions were stopped by `Counterspell`, `Foil`, `Hydroblast`, or `Annul`, and whether any protection was spent on low-impact spells before the decisive Dreadnought turn.
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- Velocity: Check whether `Opt`, `Portent`, and `Impulse` found missing combo pieces or protection, and flag games where cantrips kept sculpting after a legal strong commitment was already available.
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- Engines: Measure whether `Accumulated Knowledge`, `Gush`, and `Flash of Insight` generated meaningful extra decisions or merely consumed time while the opponent advanced a clock.
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- Removal and sweepers: Record whether `Powder Keg` answered the visible board on time, whether its counter timing matched opposing mana values, and whether it conflicted with the deck's own threat plan.
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- Sideboard cards: Note whether `Annul`, `Hydroblast`, sideboard `Brain Freeze`, `Essence Flare`, sideboard `Powder Keg`, and `Tsabo's Web` had legal targets or credible roles in the games where they were present.
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- Closing: Record whether a resolved `Phyrexian Dreadnought` ended the game quickly, got blanked by blockers or removal, or needed `Essence Flare`, `Brain Freeze`, or additional protection to finish.
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- Role discipline: Identify turns where the pilot should have been tempo-combo proactive versus control-reactive, especially when holding both cantrips and permission.
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- Mistakes: Flag any action where the pilot cast `Phyrexian Dreadnought` without a visible legal `Stifle` or `Vision Charm` plan, tapped out before a known answer, or used `Foil` when `Counterspell` was available.
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- Stranded cards: List cards stuck in hand at game end, especially extra `Phyrexian Dreadnought`, dead `Annul`, dead `Hydroblast`, slow `Accumulated Knowledge`, stranded `Brain Freeze`, or unusable `Essence Flare`.
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- Overperformers and underperformers: Record which exact cards changed the game state decisively and which cards were repeatedly low-impact under the matchup's visible pressure.
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## Existing User Requests
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No additional user reflection requests were supplied.
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