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Ideas Manifested: Theorize V2

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

"Theorize" is a mechanic that helps with casting spells and stringing together value. It lets you build up spells for later usage, but only if you can cast another instant or sorcery to set it off.

 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)

Some cards Theorize themselves. Either by the player activating an ability, or as some kind of unusual way to get card advantage.

 C 
Sorcery
Choose and discard a card from hand. If you do, draw two cards. If the chosen card is an Instant card, Sorcery card, or card with an Omen, Theorize it instead of discarding it. (Exile the Theorized card. Whenever you cast another Instant or Sorcery spell, you may cast Instant and Sorceries spells from Theorized cards you own, and those spells cost {2} less to cast)

It's important that any card that can Theorize another card, can Theorize an Adventure or Omen. The set this will be uses Omen cards as a way to inject more spells in to the format, and I really dislike it when you have a set mechanic that doesn't work with cards in the set. Therefore, this uses the language "has an Instant or Sorcery". Rules as written, you can ask if a card "has an Adventure" or "has an Omen". There is no rules as written for the phrase "has an Instant or Sorcery", and technically by how alternative characteristics are considered "has an Instant or Sorcery" would not work for cards that are themselves Instant or Sorceries. We're going to pretend it works for this cube.

Updated on 05 Jun 2025 by RatLantern