Magic En Mérida Yucatán
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Magic En Mérida Yucatán

Magic En Mérida Yucatán
 
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 Reglas de Ruel

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Masculino Cantidad de envíos : 66
Edad : 41
Puntos : 51
Fecha de inscripción : 12/08/2007

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MensajeTema: Reglas de Ruel   Reglas de Ruel I_icon_minitimeVie Mayo 08, 2009 3:28 pm

Su dios Oliver Ruel, en su columna de starcitygames.com; habla sobre las formas que existen para recabar informacion sobre su oponente. Solo puse lo mas importante del articulo, pero se les invita a que lo enriquezcan sumandole sus estrategias.

Predata: Weba traducir

Never Concede When You Have a Draw Step Left Before You Die.

As long as you have a card to draw, and you have at least one life, do not concede, even if you want to do so very badly. The disappointment caused by mulligans, mana issues, or opponents’ topdecks often lowers your ability to judge and focus. In most of the games that seem to be lost, there still exists one draw, or a combination of draws, that can create a miracle. .

Never Concede a Non-Decisive Game If You Have Enough Time to Finish the Match.

When your deck leaves you no chance to turn the tables, but you are either still in game 1 or in you’re in game 2 and you’re 1-0 up, keep on playing. This way, you will push your opponent to reveal more about his deck. The simple fact of knowing he has one more pump sell, bounce spell, or removal spell can change the whole way you will be playing the games yet to come.


Never Play Your Creatures Before Attacking

Keep an Eye on the Graveyard

Threshold, Flashback, Exhume, any reanimation spell… it is good to keep in mind that cards put in the graveyard don’t automatically become useless. It is good, sometimes, to have a quick look in both players graveyard to check you haven’t forgotten about anything. Also, if you see something interesting there, and fear you might forget about it or remind it to your opponent as well, don’t forget you’re allowed to take notes during the game. So feel free to use a reminder.


“How many cards in hand?”

When you want to play a discard spell, you always need to know how many cards your opponent has in hand. Therefore, if you really need to know how many cards he is holding, just count by the number of turns that have passed, and how many cards he should have drawn. Then subtract his cards in graveyard, removed from the game pile, and (of course) his permanents. If you’re not too bad in math, and if you remember who played first and if he took mulligans, that should do.

If a Red/Black opponent asks you about your cards in hand, you can be scared of Blightning. In this situation, there are two choices. You must either empty your hand as fast as possible, or try and keep a shield (such as by not playing one or two lands, even though they might be useful).


Guessing the Opponent’s Hand

Players always reveal more information than they think. Things can be revealed in the way they look at their cards, the way they hold them, or they time they take to think on the decisive turn of a game.

A player usually plays a land a turn for as long as he can, until he reaches the point when he has only lands in hand. If he misses a land drop from turn 4 to 6, you should be able to determine the number of spells he has in hand for quite a while.


Useful Note-Taking

On a regular basis, you are in a position in which you know one card or more from your opponent’s hand… following a discard spell, or a bounce spell, etc.. Always take notes on what you know, and pay attention to the type of card (foil or not, expansion, possibly even language).

Where Does He Place His Freshly-Drawn Cards?

Many players need to pile-sort their cards in hand so they have a better overall vision of the game. Most players put the card they are about to play on the right-hand side of their grip, starting with their next land. You can keep an eye on what he is doing with his cards in hand for a few turns, and over time you’ll know if he separates spells and lands or not. If he doesn’t, it’s no big deal… checking that didn’t take much time. But if he does, he nearly plays with his hand revealed. Another classic way to know when your opponent has a land in hand is to note, when he is hesitating between two cards to play before he eventually drops a land, where the other card is situated in his grip, and to try and follow the card until he actually plays it.

Reading Reactions to Drawn Cards

When your opponent has no cards in hand, he can draw three types of cards to cause different thought processes:

A) A land. No (or not much) reaction, but rarely a happy face.
B) Another permanent. Not much thinking required, as he generally plays it.
C) A non-permanent spell. This requires immediate thinking, which may be short, but it’s almost automatic.
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