2026-06-19 18:54:22 -03:00

3.9 KiB

Reflection Template For Mardu Energy

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 pressure, disruption, removal density, mana denial from Strip Mine, an engine card, sideboard hate, or failure to close after stabilizing. Note the exact visible turn when the winner became favored, not just the final board.
  • Mulligans: ask whether the opening hand had castable early pressure from Guide of Souls, Ocelot Pride, Ajani, Nacatl Pariah, or Amped Raptor, plus enough colored mana to act before falling behind. Flag keeps that relied on Strip Mine as mana when colored sources were missing.
  • Mana: track whether fetch-shock sequencing with Sacred Foundry, Godless Shrine, Blood Crypt, Elegant Parlor, or Plains preserved life while casting the right colors on time. Mark losses where Strip Mine was used before the deck could cast white removal, black disruption, or red sacrifice pressure.
  • Velocity: check whether Amped Raptor, Guide of Souls, and Ocelot Pride produced enough battlefield development before the opponent stabilized. Record games where interaction-heavy draws left no clock.
  • Engine performance: ask whether Goblin Bombardment, Guide of Souls, Ocelot Pride, Ajani, Nacatl Pariah, and Orcish Bowmasters converted small creatures and exchanges into real damage, material, or board control. Identify whether the engine failed because the card was absent, answered, cast too late, or unsupported.
  • Removal use: review each Swords to Plowshares, Static Prison, and Seam Rip decision against the visible threat it answered. Card text check required for Seam Rip; judge only whether Veles confirmed legal target and whether the action addressed the highest visible danger.
  • Disruption use: review Thoughtseize, Duress, Deafening Silence, Surgical Extraction, Ghost Vacuum, and Deathrite Shaman for timing and target quality. Penalize graveyard or hand disruption only when it spent mana or a card without affecting the opponent's visible plan.
  • Sideboard impact: record which sideboard cards were drawn, cast, stranded, or decisive: Deafening Silence, Duress, Static Prison, Voice of Victory, Ghost Vacuum, Surgical Extraction, Deathrite Shaman, Goblin Bombardment, and Lurrus of the Dream-Den. Ask whether the post-board configuration still presented a fast enough clock.
  • Closing: identify games where the deck stabilized but failed to finish through blockers, removal, or life gain. Check whether Goblin Bombardment, energy-enabled attacks, Ocelot Pride, or Ajani, Nacatl Pariah were preserved as closers.
  • Role choice: ask whether the pilot correctly became aggressor, attrition deck, or control deck from visible board state. Mark mistakes where the deck over-defended against combo, over-attacked into creature boards, or over-sideboarded into low-pressure disruption.
  • Stranded cards: list cards stuck in hand because of mana, target absence, timing, or opponent texture. Pay special attention to Juggernaut Peddler, extra removal, graveyard hate, and sideboard cards drawn in matchups where their axis was not visible.
  • Overperformers and underperformers: rank cards by game impact, not reputation. Separate cards that were weak because of matchup context from cards that were weak because the registered quantity or role may be wrong.

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