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Mechanics | Left and Right Shards: A Faction System | Theorize V1 | Theorize V2

CardName: Theoretical Travel Cost: 2G Type: Sorcery Pow/Tgh: / Rules Text: Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. {1}: Theorize Theoretical Travel from your hand. Activate only as a sorcery. (Exile it. Whenever you cast another Instant or Sorcery spell, you may cast Theorized Instants and Sorcery spells you own, and those spells cost {2} less to cast) Flavour Text: Set/Rarity: Ideas Manifested Common

Theoretical Travel
{2}{g}
 
 C 
Sorcery
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
{1}: Theorize Theoretical Travel from your hand. Activate only as a sorcery. (Exile it. Whenever you cast another Instant or Sorcery spell, you may cast Theorized Instants and Sorcery spells you own, and those spells cost {2} less to cast)
Updated on 05 Jun 2025 by RatLantern

History:

2025-06-05 21:47:03: RatLantern created the card Theoretical Travel

I want there to be a mana-fixing self-Theorizing card. Not sure that this quite hits the mark. You could do a turn one Theorize into turn two one-cost cantrip that fires off this spell. It's a simple and fun high point. As-is, this plays like a strictly better Cultivate, so might want to tune this elsewise. {1} as a Theorize cost is fun, and I think it has design space. Maybe {2}?

2025-06-05 22:15:49: RatLantern edited Theoretical Travel

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