3.6 KiB

Reflection Template For Domain Zoo

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 visible sequence that actually decided the game: early Ragavan, Nimble Pilferer damage, a large Territorial Kavu or Scion of Draco, escaped Kroxa, Titan of Death's Hunger, a resolved Fable of the Mirror-Breaker, a protected Leyline Binding, or the opponent stabilizing before pressure mattered.
  • Mulligans: Record whether opening hands had a castable threat, enough fetch access through Wooded Foothills, Marsh Flats, or Bloodstained Mire, and a plan for domain. Flag hands that kept interaction without pressure or threats without the colors to cast follow-up spells.
  • Mana: Check every fetch and shock decision against life total, domain count, and stranded cards. Note when Steam Vents, Sacred Foundry, Overgrown Tomb, Godless Shrine, Elegant Parlor, Zagoth Triome, Mountain, Swamp, or Arena of Glory changed available lines.
  • Velocity: Ask whether the deck spent turns adding pressure or merely answering. A turn that passes with Lightning Bolt, Fatal Push, or Consign to Memory available may be correct only if the visible opponent line is more dangerous than deploying a threat.
  • Engines: Track whether Fable of the Mirror-Breaker, Kroxa, Titan of Death's Hunger, and Leyline of the Guildpact created material advantage or arrived too late. Note whether Doorkeeper Thrull suppressed relevant opponent triggers or sat as a low-impact body.
  • Removal: Review each Lightning Bolt, Fatal Push, and Leyline Binding target. Confirm the chosen answer preserved the broadest future interaction and did not spend the only clean answer on a threat combat could have handled.
  • Sideboard: Record which sideboard cards appeared, which were stranded, and which mattered: Consign to Memory, High Noon, Mystical Dispute, Obsidian Charmaw, Stubborn Denial, Wear // Tear, and Wrath of the Skies. Judge them by visible impact, not matchup theory alone.
  • Closing: Check whether the pilot turned stabilized boards into wins quickly enough. Flag games where Scion of Draco, Territorial Kavu, Kroxa, Titan of Death's Hunger, or Arena of Glory could have shortened the clock.
  • Role: Ask whether Domain Zoo correctly played beatdown, midrange, or survival control after the first public clues. Wrong-role losses should be tagged separately from card-power losses.
  • Mistakes: Identify legal-action mistakes, missed attacks, overexposed threats, unnecessary shock damage, poor priority passes, and sideboarded-card mismatches. Do not infer hidden cards unless revealed by the engine.
  • Stranded cards: List cards stuck in hand and why: missing colors, no legal target, poor timing, graveyard shortfall for Kroxa, Titan of Death's Hunger, or reactive cards drawn without a relevant opponent line.
  • Overperformers and underperformers: Mark cards by board state and matchup. A card overperformed only if it changed the visible clock, resource balance, or survivability; a card underperformed only if legal alternatives would likely have improved the visible position.

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