Reason // Believe MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost6
RarityRare
TypeSorcery
Abilities Aftermath

Key Takeaways

  1. Reason // Believe provides card advantage and instant speed flexibility, influencing your game on multiple levels.
  2. Executing Believe can significantly accelerate your resource and creature presence on the battlefield.
  3. Reason/Believe’s drawback includes a high mana cost and specific mana needs, which could limit deck options.

Text of card

Aftermath Look at the top card of your library. You may put it onto the battlefield if it's a creature card. If you don't, put it into your hand.


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.


Cards like Reason // Believe

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.

Dusk // Dawn - MTG Card versions
Serum Visions - MTG Card versions
See the Unwritten - MTG Card versions
Dusk // Dawn - Amonkhet Promos (PAKH)
Serum Visions - Arena League 2004 (PAL04)
See the Unwritten - Khans of Tarkir (KTK)

Cards similar to Reason // Believe by color, type and mana cost

Body of Research - MTG Card versions
Spitting Image - MTG Card versions
Give // Take - MTG Card versions
Body of Research - Strixhaven: School of Mages Promos (PSTX)
Spitting Image - Commander 2021 (C21)
Give // Take - Dragon's Maze (DGM)

Where to buy

If you're looking to purchase Reason // Believe MTG card by a specific set like Hour of Devastation and Hour of Devastation Promos, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Reason // Believe and other MTG cards:

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Printings

The Reason // Believe Magic the Gathering card was released in 3 different sets between 2017-07-14 and 2020-08-13. Illustrated by Daarken.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12017-07-14Hour of DevastationHOU 1542015aftermathblackDaarken
22017-07-15Hour of Devastation PromosPHOU 154s2015aftermathblackDaarken
32020-08-13Amonkhet RemasteredAKR 2532015aftermathblackDaarken

Legalities

Magic the Gathering formats where Reason // Believe has restrictions

FormatLegality
HistoricbrawlLegal
HistoricLegal
LegacyLegal
OathbreakerLegal
GladiatorLegal
PioneerLegal
CommanderLegal
ModernLegal
VintageLegal
DuelLegal
ExplorerLegal
PennyLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Reason // Believe card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
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.

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