Cosi prima di andare ad Anncy mi sono messo a capire che cazzo vuole dire a mescolare bene e non bene e volevo anche scrivervi un articolo ma non lo mai finito ecco qui cosa avevo maggiormente rubato dal interenet buon divertimento:
Una Guida a come mescolare mazzi ad un torneo
1)Intro:
Mescolare un mazzo di carte e una delle cose piu importante del magic ma nessuno o non tante persone si rendono conto di quanto sia necessario di farlo con cautela.
A me e successo spesse volte nelle partite amichevole che non mischiavo molto e il mio amico non mi tagliava il mazzo alla fine e 6/7 su 10 Partite li spaccavo tinker in faccia con Mana Crypt al massimo turno 3. Questo a lui sembrava strano ma siamo in t1 e queste cose possono succedere.
Al prossimo torneo invece non ho fatto Tinker neanche una volta e non ho mai visto Mana Crypt. Insiemi Ovviamente neanche. Perché? Erano ancore insiem? Ho controllato il mazzo dopo l’ultimo giro ed avevano quasi mezzo mazzo di distanza, strano.
Come mei?
Giocavamo per un po di tempo io facevo la mia combo, lui perdeva due tre giri dopo.
I tiravo su le carte di mano, del campo di battaglia e del mio cimitero li metevo sotto o sopra la mazzo gli davo due tre mescolate e continuavamo a “testare”. Qui già abbiamo un problema per il testare, testare correttamente vacciamo lo scrivere ad un altro che qui non abbiamo spazio di discutere anche questo. Le due carte rimanevano insieme e stranamente per vie del modo come “mescolavo” alla fine erano sempre tra le prime XX carte. Gli pescavo a cosi via.
Qui vedete anche la necessita ce meschiare anche le carte del avversario perché sino vi scomba lui in faccia ogni turno, o se lo fate bene non vi scomba mai.
Facendo sia uno che l’altro puo risultare in una penalità pervia di cheating, ricordatevelo!
2) Come e perche Mescolare
http://www.youtube.com/watch?v=PDG1mDCf ... re=related
http://www.wizards.com/Magic/Magazine/A ... /20060707a
La DCI che dice?
Cita:
3.8 Mescolare
I mazzi devono essere mescolati utilizzando diversi metodi all’inizio di ogni partita e ogni volta che un’istruzione lo richiede. Mescolare significa portare il mazzo a uno stato in cui nessun giocatore ha alcuna informazione relativa all’ordine o alla posizione delle carte in alcuna porzione del mazzo. Il solo metodo del pile shuffling non è considerato sufficiente.
Una volta che il mazzo è stato mescolato, deve essere presentato all’avversario. Con questa azione, i giocatori dichiarano implicitamente che il loro mazzo è legale e mescolato. L’avversario può ora mescolarlo ulteriormente. Le carte e le bustine protettive non devono essere danneggiate in questo processo. Se un giocatore ritiene che l’avversario non abbia mescolato in maniera sufficiente il proprio mazzo, il giocatore è tenuto a chiamare un arbitro. I giocatori possono richiedere a un arbitro di mescolare le loro carte al posto dell’avversario; questa richiesta verrà soddisfatta a discrezione dell’arbitro.
Se un giocatore ha avuto la possibilità di vedere la faccia di una o più carte mentre mescolava, il mazzo è considerato ordinato e deve essere mescolato di nuovo.
Ai tornei a REL Agonistico e Professionistico, i giocatori devono sempre mescolare i mazzi dei loro avversari. Il Capo Arbitro può richiedere che venga fatto anche a REL Amatoriale.
Cita:
4.4. Errore di Torneo — Mescolata Insufficiente
Penalità
Ammonizione
Definizione
Un giocatore non mescola sufficientemente il suo mazzo (o una porzione di esso) prima di presentarlo all’avversario, in maniera non intenzionale. Un mazzo non è mescolato in maniera sufficiente se un arbitro ritiene che il giocatore possa conoscere la posizione o la distribuzione di una o più carte nel proprio mazzo. Se un giocatore non ha mescolato sufficientemente in maniera intenzionale, l’infrazione è invece Barare – Manipolazione del Materiale di Gioco.
Esempi
A. Un giocatore si dimentica di rimescolare il suo mazzo dopo aver cercato una carta.
B. Un giocatore cerca una carta dal suo mazzo, poi lo mescola una volta sola prima di presentarlo all’avversario.
C. Un giocatore non mescola la porzione del suo mazzo rivelata durante la risoluzione di un’abilità Cascata.
Filosofia
Ci si aspetta che i giocatori mescolino i loro mazzi in maniera corretta quando richiesto e che conoscano il concetto di “mescolare abbastanza” e che abbiano la capacità di farlo. Tuttavia, dato che l’avversario ha l’opportunità di mescolare il mazzo dopo il proprietario, il potenziale vantaggio che può essere ottenuto viene ridotto, nel caso la regola di torneo venga seguita.
Ogni volta che può essere vista una carta di un mazzo, anche durante una mescolata, il mazzo non è più considerato casuale, anche se il giocatore conosce la posizione solo di una o due carte. I giocatori devono fare attenzione quando mescolano, in modo da non far vedere le carte a loro stessi, ai compagni di squadra o agli avversari.
Un giocatore deve mescolare il mazzo in modi diversi. I metodi ordinati per mescolare (come il pile shuffling) non portano a una sufficiente randomizzazione.
Qualsiasi manipolazione prima di mescolare è accettabile, a patto che il mazzo venga successivamente mescolato in maniera abbondante. Le manipolazioni intenzionali di un mazzo, con lo scopo di trarre vantaggio dalla mescolata insufficiente, sono considerate Barare – Manipolazione del Materiale di Gioco.
Procedura Addizionale
Il mazzo deve essere ben mescolato, prendendo in considerazione le eventuali parti del mazzo che sono state ordinate in seguito ad azioni di gioco.
http://www.shuffletech.com/randomization.aspx
Deck shuffling is a feature of Magic that often goes uncredited for its impact on the game. Many players never realize that the way they shuffle their deck at tournaments can play a significant role in how they do at those tournaments. The following are some guidelines that are helpful to follow when participating in sanctioned tournament play.
It's easy to discount the actual process of deck shuffling as an afterthought, instead focusing on play ability and deck choice. While these characteristics are naturally important, it's also very important not to make the mistake of overlooking the necessary skill of shuffling. Shuffling improperly or carelessly can give your opponent a decided advantage throughout the duration of a match.
According to present rules concerning the act of shuffling one's deck, each player should riffle shuffle their own deck before a game begins at least three times. In addition to a minimum number of shuffles, there is a time limit for the total amount of time spent shuffling: The official shuffling time for sanctioned Magic tournaments is three minutes. This means that before each game, both players have three minutes in which to sufficiently randomize their decks. For the second and third games of a match, the three minutes also include sideboarding.
In case you don't know,"riffle shuffling" is where you split your deck into two halves and"riffle" the cards together, so that a few cards from either pile stack onto a few cards from the opposite pile until both piles are mixed together. A"Pile Shuffle" is where a player places the top card of his deck in a pile, then places the next card in a separate pile, then the next card in a separate pile, and so on until he feels he has made enough piles to randomize it. At that point, the player takes the top card and places it on the first pile and repeats the process.
Also remember, Wizards has declared that anything more than a single cut of the deck is counted as a shuffle.
Once finished shuffling their own deck, each player is required to present it to their opponent for shuffling, or have a judge shuffle it. There is no rule, however, that says you must wait for your opponent to reach the table before you begin shuffling your deck. Many pros will tell you that the more randomized your deck is, the better your odds of not seeing a bad hand will be, so it's a good idea to take the minutes before the match begins and shuffle.
At many upper-level tournaments (i.e. Pro Tour Qualifiers and Grand Prixes), there is a significant penalty (usually a game loss) for not having your deck correctly configured at the beginning of the match. If, for instance, you de-sideboarded and accidentally forgot to take one card out, or if you left a card on the table from the previous round, you may face a game loss for an accidental mistake. During the shuffling period, you have a great opportunity to ensure that this doesn't happen.
To protect yourself from this mistake, it's a good idea to do a quick check through your sideboard to make sure all fifteen cards are present before you begin shuffling. Then, it's a good idea to pile shuffle* your deck at least once before moving onto a riffle shuffle. The number of piles you choose to make depends on what you find works well, but shuffling into a divisor of sixty - or the number of cards in your deck, allows you to make sure there are exactly sixty cards in your deck as you pile shuffle. If you make ten piles, each should have six cards in them when you're finished. If you end on the fifth pile instead of the sixth, then you know there's something wrong... And you can fix the problem before a penalty needs to be imposed.
After you've pile shuffled at least once, riffle shuffle as many times as you can within the three minutes allotted. Don't be intimidated if your opponent presents his deck to you before you've finished shuffling yours. As long as you remain within the three-minute requirement, you're well within the rules to shuffle as many times as you want. Since it's possible that you won't be able to see any type of clock while playing, it's a good idea to know beforehand approximately how many times you can riffle shuffle a deck in three minutes. To find this out, simply monitor three minutes (using a stopwatch, clock, or whatever is handy) and count the number of times you're able to shuffle your deck before three minutes is up.
It's important to remember while shuffling that you not reveal any cards to your opponent or yourself. If you riffle shuffle and shuffle the cards with their bottoms facing your opponent, it's very easy for the opponent to get a sneak peek at what type of deck you'll be playing, and adjust his game plan accordingly. Though it's illegal to gain information in this way, it is a type of cheating that is very difficult to prove - especially since you are partly to blame for the conditions that led to it.
In addition to your opponent not being allowed to see your deck as you shuffle, it's also illegal for you to be able to see it. Knowing which cards are where in your deck makes it very easy to manipulate your deck in an illegal manner. Though you know you're not cheating by shuffling in this manner, convincing a judge of this fact after you've broken a rule is, again, a difficult case to prove. At Grand Prix: Milwaukee, a number of judges had to take players aside to discuss this with them. Commonly, the problem was that the offending player had shuffled a deck in the air, tilted at an angle to make it easier to slide one half of the deck into the other. It is unlikely any of these individuals planned on gaining any sort of benefit from this method of shuffling... But judges can't take chances. Make sure that when you shuffle, every card stays face down.
After you've shuffled your deck, you must present it to your opponent so that they can shuffle it. This is to prevent someone from stacking their deck... And when your opponent presents his deck to you, you should shuffle it, regardless of whether or not they choose to shuffle yours. At some tournaments, this practice is frowned upon (at a prerelease, for example) - but if you're at a PTQ, GP, or Junior Super Series, it's your responsibility to ensure your opponent's deck is properly randomized once he or she has finished randomizing it.
The final pre-game shuffle occurs when your opponent returns your deck to you. If they shuffled* your deck, you have the right to cut your deck once. Keep in mind that you may only cut your deck; you may only do so one time by splitting the deck into two piles and placing one on top of the other, and you may only do this if your opponent shuffled your deck.
During the game, shuffling after an effect is sometimes required. In this circumstance, you simply need to keep the previous rules in mind while shuffling. Again, you're required to riffle shuffle three times - and you have to shuffle at a reasonable pace, without using too much of the game clock. If it was your effect that caused the shuffling, present your deck to your opponent and cut once if he chooses to shuffle. If the effect belonged to your opponent, shuffle the deck and return it. Keep all cards face-down, and never take too long.
To ensure you're proficient at shuffling, it does help to practice. The best time to do so, of course, is when you're playtesting. The conditions are quite similar to what they will be in a tournament, and you've already got everything you need to practice shuffling (read: your hands and your deck). If you find yourself having difficulty shuffling without revealing any cards, it may be a good idea to practice shuffling outside the game, at a different time. If you don't know how to riffle shuffle, ask someone at your local gaming store, or the next time you're at a tournament if they would give you some tips.
And if you don't think you can pull off a shuffle without damaging your cards? Practice on a regular playing deck until your confidence level is built up enough.
Finally, remember to use discretion on when you choose to shuffle your opponent's decks. Though you have the right to shuffle at any DCI sanctioned tournaments, you might want to be wary of doing so at low-level events where the focus is primarily on having fun, not necessarily competing. Following these tips can help prepare you for tournament play, as well as taking any type of advantage away from your opponent.
Always keep in mind that the most important part of shuffling is all in order to play a game and have fun!
http://www.channelfireball.com/articles ... shuffling/
http://www.kibble.net/magic/magic09.php
Probability: Shuffling and Randomization
Since Magic is supposed to be played with a randomized deck of sixty or more cards, the issue of shuffling presents itself at the beginning of the game, as well as some situations within the game that require shuffling. What constitutes fully randomizing a deck? The three most common shuffling techniques used by players are riffle shuffles, pile shuffles, and overhand shuffles. A riffle shuffle is when the deck is divided into two halves and riffled together, alternating one card from each. A pile shuffle is when the deck is dealt out into a number of piles and then grouped back up. An overhand shuffle is just taking part of the deck and moving it to another part of the deck, such as taking a few cards from the middle and moving them to the top or bottom, over and over.
Obviously the overhand shuffle is the least effective shuffle, as "clumps" of cards (that is, small groups of cards) tend to stay together more often and not get randomized in this method. The riffle shuffle and pile shuffles are indeed the methods that professional players use. Simply put, these methods randomize the deck to a much higher degree. Pile shuffles vary among players. Some like to use four piles, while some use seven. I have seen higher-end players use seven piles. This is effective because clumps are nonexistent in this method. Any group of seven cards becomes completely divided using this method. Combined with a few riffle shuffles, this randomizes a deck to a great degree.
How good is a riffle shuffle, though? To randomize a deck of 52 playing cards, it only takes 7 times(1). With 60 cards, it should therefore take approximately 8 shuffles. When many players play a game I often see them overhand shuffle once or twice, and feign a riffle shuffle. These players then draw land after land and wonder why! According to the same web site, it would take 2500 overhand shuffles in order to get the same randomization as 7 riffle shuffles! Again my analysis holds true: Riffle shuffling is a supremely effective shuffling method. When playing a game, the best thing to do is probably pile shuffle with seven piles first, in order to mix up your deck from the previous game. After that, three or four riffle shuffles are incredibly effective. Seven or eight riffle shuffles before each game can be incredibly tedious, but the existence complete randomization is still shaky. Therefore coming close to complete randomization is the best one can do.
Even though pile shuffles and riffle shuffles combine to create a good shuffling technique, there will always be the chance of drawing no land cards or all land cards. However, that is part of being randomized, and will happen every so often. Because of this, the DCI created the Mulligan rule. That lets players shuffle their initial hand into their deck at the very beginning of the game if they are very unpleased with it. The penalty is that their new hand consists of one fewer card. This is a great idea, because the chance of drawing no land twice in a row is very slim. In the next section, I will analyze such probabilities in depth using hypergeometric distribution techniques.
here are many different ways that players randomize their decks. There is the riffle shuffle (also called a shotgun shuffle), there is the pile shuffle where a player makes several face down piles of cards on the table, rearranging the cards’ order, and there is the “mash” shuffle where a player separates a deck in half and then pushes the stacks back together. Some of these methods are known by different names and there are other types of shuffles but, when performed properly, they are all intended to do the same job; randomize the deck.
Another shuffling method used (although it is not a shuffle at all) is called a “weave” or “mana weave.” Commonly, players mana weaving will separate their deck into two piles, one for spells and one for land. At this point, they arrange the cards in a set pattern: two spells, one land, two spells, one land, and so on. In a 60 card deck with 20 land cards, this leaves the deck in a nice 2:1 ratio of spells to land and assures that the player will draw plenty of land.
If left as is, the deck in the above example is obviously not randomized; in fact, the cards are in a known pattern. Although the exact order of the cards is not known, there is a pattern of two spell cards and one land card repeating throughout the deck. Left in this state, this is a stacked deck and qualifies as Cheating. After going through all the work of mana weaving, the deck still needs to be randomized.
In order to sufficiently randomize a deck, a player must use a series of proper shuffles and cuts. Some players like a variety of shuffling methods during the course of their matches, mixing pile shuffles, riffle shuffles, and whatever else they are in the habit of doing. Even though they might be mixing up their shuffling methods, one thing must remain constant; they must randomize the deck. Mana weaving without further randomization is deck-stacking, pile shuffling alone is not adequate, and one or two riffle or pile shuffles are also inadequate. Pile shuffling as the final shuffling method is also not adequate.
When it comes time to shuffle, use different, alternating techniques, be careful not to damage or drop cards while shuffling, and be thorough. Remember that in between games you have three minutes, don't stop shuffling after only 20 seconds!
You may ask, “Why not just ban X shuffle method?” Since many of the questionable methods can be difficult to define precisely, it's better to define acceptable methods. If players use the above guidelines for shuffling, there is no need to ban any method of shuffling.
Insufficiently randomizing a deck is something that sends up a warning flag to other players and judges alike. In the Penalty Guidelines the penalty for insufficient deck shuffling is a Warning. That is the penalty for an unintentional infraction. If a judge determines that the infraction was intentional, it will be upgraded to Cheating, which will result in disqualification and an investigation by the DCI.