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Raw Blame History

Reflection Template For 4c Control

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 whether the game turned on mana access, survival timing, card-advantage velocity, a resolved engine, a missed interaction window, or inability to close after stabilization. Name the exact card or legal action that changed the game when visible.

  • Mulligan result: record whether the opening hand had enough lands, correct colors, and at least one relevant early play for the matchup. Flag keeps that lacked early interaction against aggro, lacked card flow against control, or relied on a land sequence that delayed Stock Up, Consult the Star Charts, Tablet of Discovery, Jeskai Revelation, Get Lost, Pyroclasm, or Day of Judgment.

  • Mana performance: note every game where Mistrise Village, Great Hall of the Biblioplex, Multiversal Passage, Gloomlake Verge, Riverpyre Verge, Stormcarved Coast, Shattered Sanctum, Hallowed Fountain, Sacred Foundry, Steam Vents, Watery Grave, Godless Shrine, Sundown Pass, Cori Mountain Monastery, or Plains stranded a legal spell by color or timing. Separate color failure from tapped-land or sequencing failure.

  • Velocity check: ask whether Stock Up, Consult the Star Charts, Tablet of Discovery, and Jeskai Revelation found interaction before the opponents next decisive turn. Mark draw spells as successful only when they produced survival, pressure, or a protected endgame, not merely extra cards.

  • Engine check: track whether Tablet of Discovery, Great Hall of the Biblioplex, Mistrise Village, Wan Shi Tong, Librarian, Emeritus of Ideation, or Outrageous Robbery converted a stable board into a win. If an engine was cast while behind, record whether that line beat immediate removal, sweeper, or counterplay alternatives.

  • Removal check: record whether Inevitable Defeat, Thunder Magic, Pyroclasm, Abrade, Ill-Timed Explosion, Get Lost, Sear, Day of Judgment, and Fire Magic answered the right class of threat. Flag games where spot removal was spent before a better target appeared, or where a sweeper was held past the safe window.

  • Permission check: record whether Negate, Erode, Three Steps Ahead, Disdainful Stroke, and Flashfreeze countered decisive spells or sat unused while battlefield pressure won. Card text check required for Erode; evaluate it by the legal prompts and actual game result.

  • Sideboard check: verify that every brought-in card had visible or strongly inferred targets. Call out narrow-card failures involving Rest in Peace, High Noon, Flashfreeze, Disdainful Stroke, Get Lost, Pyroclasm, Day of Judgment, Emeritus of Ideation, Wan Shi Tong, Librarian, or Outrageous Robbery.

  • Closing check: ask whether the deck stabilized but gave the opponent too many draw steps. Record the first turn when attacking with Mistrise Village, committing Emeritus of Ideation, protecting Wan Shi Tong, Librarian, or using Jeskai Revelation as an endgame line became correct from visible state.

  • Role check: identify whether the pilot correctly played control, tap-out stabilizer, draw-go, or inevitability role. Flag role mistakes such as casting draw into lethal pressure, holding counters against an already-dominant battlefield, or spending sweepers before the opponent committed enough material.

  • Stranded-card check: list cards that remained uncast because of mana, matchup irrelevance, timing, or legal-action absence. Treat repeated stranding of Flashback, Ill-Timed Explosion, Fire Magic, Erode, or Jeskai Revelation as a card-text or deck-construction review trigger.

  • Overperformer and underperformer check: name the exact cards that won games, bought key turns, or failed repeatedly. Separate pilot mistakes from card weakness so tuning does not punish a card for one bad sequence.

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