Razones // Creer Carta MTG
Colecciones da carta | Lanzado en 3 coleccionesVer todos |
El coste de maná | |
Costo de maná convertido | 6 |
Rareza | Extraña |
Tipo | Conjuro |
Habilidades | Aftermath |
Texto de la carta
Secuela. Mira la primera carta de tu biblioteca. Puedes ponerla en el campo de batalla si es una carta de criatura. Si no lo haces, ponla en tu mano.
Cartas como Razones // Creer
Understanding the nuanced attributes of card dynamics in MTG can be crucial when making strategic deck choices. Reason // Believe is notable for its versatility, offering two distinct modes that can shape the game in your favor. Compared to other modal spells like Dusk // Dawn, which similarly offers two potential actions, Reason // Believe provides a more proactive approach with its scry and creature summoning effects.
In the realm of scry-based cards, Serum Visions stands out as a staple, providing card filtering at a low cost, yet it lacks the late-game punch Reason // Believe offers through its Believe half. Conversely, larger spells like See the Unwritten can summon creatures directly onto the battlefield, much like Believe, but don’t offer the early game setup of ordering your next draws that Reason offers.
When deliberating between these options, Reason // Believe emerges as a particularly flexible tool, adept at both priming future draws with Reason and bringing out major threats with Believe. This dual capability enriches MTG strategies, catering to players who value adaptability and long-range planning in their gameplay.
Cartas similares a Razones // Creer por color, tipo y coste de maná
Card Pros
Card Advantage: Drawing a card when you cast Reason/Believe and another if the scryed card is put into your hand means potentially doubling your available resources in a single turn. This can significantly outpace your opponent’s card draw capabilities, keeping you ahead in the game.
Resource Acceleration: The second half of Reason/Believe, Believe, allows you to not only look at the top card of your library but if it’s a creature card, to put it directly onto the battlefield. This skips the mana cost, effectively accelerating your board presence and saving resources for other strategic plays.
Instant Speed: The ability to cast Reason at instant speed gives you flexibility to respond to the evolving game state. You can decide the best moment to set up your next turn, whether that’s during your opponent’s end step or in response to an action—an excellent way to surprise an adversary and gain an upper hand.
Card Cons
Discard Requirement: Reason obliges players to toss away another card from their hand to activate its abilities. This condition could deplete your hand quickly, leaving you vulnerable and with fewer options for future turns, especially when you’re already facing an empty-handed scenario.
Specific Mana Cost: Plying Reason efficiently into your strategy requires a rigid blue mana presence in your deck construction. This can be limiting for those who want to integrate the card into a more diverse or multicolored deck, as it necessitates a high commitment to blue mana sources.
Comparatively High Mana Cost: With a mana cost that’s greater than some of the other cards with similar effects, Reason may not be the most mana-efficient choice available. For decks prioritizing fast plays and tempo, there might be more appealing alternatives that offer quicker or cheaper manipulation of the library without sacrificing a card from your hand.
Reasons to Include Reason // Believe in Your Collection
Versatility: Reason // Believe offers a unique two-sided dynamic, allowing players to manipulate the top of their deck with Reason and potentially cheat a big creature into play with Believe, making it a flexible addition to decks that emphasize scrying and surprise factor.
Combo Potential: The synergy between scrying and creature libraries can be leveraged in combination with top-deck control strategies, increasing the likelihood of pulling off powerful plays and creating a formidable presence on the battlefield.
Meta-Relevance: In a game that constantly evolves, having cards like Reason // Believe can keep opponents guessing and provide unexpected turns in a match. Its relevance grows in metas that reward foresight and the ability to quickly adapt strategies mid-game.
How to beat
Reason // Believe is a unique card in the realm of MTG, offering a dual-faced mechanism that challenges players to strategize effectively. Its front side, Reason, allows players to scry 3 – a valuable move for setting up future turns. The flip side, Believe, lets you dig deep into your deck for a creature card to put onto the battlefield, potentially turning the tide of the game.
To tackle this card, consider the timing. Disruption is key; countermagic like Negate can prevent Reason from resolving and thwart the setup. Provide pressure on your opponent to force early plays, disrupting their optimal strategy. Also, understand the deck you’re facing. If it’s creature-heavy, sweepers such as Wrath of God can clear the board after a Believe play, completely mitigating its impact. Graveyard hate, like Tormod’s Crypt, is invaluable for it preempts the Believe half from fishing out powerhouse creatures from the graveyard.
Overall, mastering the ebb and flow of control and watching for opportune moments to play your disruption will make Reason // Believe far less intimidating. As in any strategic MTG matchup, knowledge of your opponent’s deck and precise timing of countermeasures are the cornerstones of overcoming complex cards like Reason // Believe.
BurnMana Recommendations
Mastering MTG is about striking the right balance between skill and understanding your deck’s capabilities. Reason // Believe exemplifies this challenge with its dual capabilities that can swing a game in your favor. From gaining card advantage to accelerating your resources and instant flexibility, it’s a magic tool waiting to be wielded effectively. Knowledge of when to play your cards and how to respond to crucial game moments is the difference between a match won and lost. It’s time to deepen your insights and refine your strategy. Immerse yourself further into the MTG community, and uncover comprehensive tactics to enhance your gameplay. Learn more about making every draw count through strategic play.
Donde comprar
Si estás buscando comprar una carta MTG Razones // Creer de un coleccione específico como Hour of Devastation and Hour of Devastation Promos, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.
Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.
Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.
A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Razones // Creer y otras cartas MTG:
COMPRARBurnMana es un socio oficial de TCGPlayer
- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
Ver productos MTG
Impresiones
La carta Razones // Creer Magic the Gathering se lanzó en 3 colecciones diferentes entre 2017-07-14 y 2020-08-13. Ilustrado por Daarken.
# | Liberado | Nombre | Código | Símbolo | Número | Marco | Disposición | Borde | Artista |
---|---|---|---|---|---|---|---|---|---|
1 | 2017-07-14 | Hour of Devastation | HOU | 154 | 2015 | Secuelas | Negra | Daarken | |
2 | 2017-07-15 | Hour of Devastation Promos | PHOU | 154s | 2015 | Secuelas | Negra | Daarken | |
3 | 2020-08-13 | Amonkhet Remastered | AKR | 253 | 2015 | Secuelas | Negra | Daarken |
Legalidades
Formatos de Magic the Gathering donde Razones // Creer tiene restricciones
Formato | Legalidad |
---|---|
Historicbrawl | Legal |
Historic | Legal |
Legacy | Legal |
Oathbreaker | Legal |
Gladiator | Legal |
Pioneer | Legal |
Commander | Legal |
Modern | Legal |
Vintage | Legal |
Duel | Legal |
Explorer | Legal |
Penny | Legal |
Timeless | Legal |
Reglas e información
La guía de referencia para las reglas de las cartas Razones // Creer de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.
Fecha | Texto |
---|---|
2017-04-18 | A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it’s countered, or it leaves the stack in some other way. |
2017-04-18 | All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you’re casting. The characteristics of the half of the card you didn’t cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead. |
2017-04-18 | Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both. |
2017-04-18 | Each split card is a single card. For example, if you discard one, you’ve discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice. |
2017-04-18 | If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you’ll exile the card if it would leave the stack. |
2017-04-18 | If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can’t cast the half with aftermath. |
2017-04-18 | If you cast the first half of a split card with aftermath during your turn, you’ll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it’s legal for you to do so. |
2017-04-18 | Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you’d cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance. |
2017-04-18 | While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its converted mana cost is 6. This means that if an effect allows you to cast a card with converted mana cost 2 from your hand, you can’t cast Destined. This is a change from the previous rules for split cards. |
2017-07-14 | For Believe, you put the top card of your library into your hand if you don’t put it onto the battlefield for any reason, whether it’s not a creature card or whether you just didn’t want to put it onto the battlefield. |
2017-07-14 | If you don’t put the top card of your library onto the battlefield, you don’t reveal it before putting it into your hand. |
2017-07-14 | Once you’ve started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can’t try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation. |