Odyssey Odysseys main theme is the graveyard. All the colors interact with the graveyard and use it as a resource, though green and black are the strongest graveyard colors. Previously, the graveyard rarely affected gameplay, but
Odysseys cards forced players to constantly keep track of both graveyards at all times.
Odyssey's secondary theme is token creatures. Throughout the
Odyssey block, all the colors receive more token creatures than usual, and green's token generating spells are some of the most powerful tokens generators in Magic history. This was because if spells had Flashback they could be played from the graveyard for its Flashback cost and would be removed from the game once it resolved. This essentially allowed you to play the same spell twice. The most notable card among these was Call of the Herd which was later reprinted as one of the
Time Spiral 'Timeshifted' cards. Many of Magic's marquee races like
Elves and
Goblins are completely absent from Otaria. White is represented by Nomads and the Aven birds of The Order; Blue has the deceitful, octopus-like Cephalids; Black is plagued by the Horrors and Minions of Cabal summoners; Red showcases Dwarves, Firecats, and Barbarians of the Pardic mountains; and Green is rife with
Centaurs,
Squirrels, and the
insect-like Nantuko
druids of the Krosan forest.
Torment Torment, which focused on black, is unique in that it is the first set to focus on a single color. It has 40 Black cards, 28 Blue cards, 28 Red cards, 21 Green Cards and 21 White cards. This imbalance is, however, balanced by the release of the third expansion set in the Odyssey Block,
Judgment.
Torments release marked a tremendous power boost to the color black. The "Swamp Rewards" cards along with and were incredibly potent in tournament play, spawning the MonoBlack Control archetype (or the more appropriately named Coffers Control') that could destroy its opponent's creatures, hand, and life total with large -fueled spells. Previously,
control decks were almost synonymous with blue counter-based control decks, but after
Torment it was no longer a fact that a control deck was unviable without countermagic. Relative to other mechanics at the time,
Torments Madness mechanic proved to be overpowered, most notably on Circular Logic, Basking Rootwalla, and Arrogant Wurm. This gave rise to U/G Madness' (pronounced "Blue-Green Madness"), an
Aggro-Control archetype fundamentally built on and as discard outlets to utilize the Madness, Flashback, and Threshold mechanics of
Odyssey Block. U/G Madness is notable for being format-dominating, inexpensive to build, easy to play, and almost exclusively utilizing
Odyssey Block cards. U/G Madness and Coffers Control are good examples of the player-perceived criticism that "R&D is making our decks for us."
Judgment This is the second expansion set made that did not have an equal number cards from each color. The first expansion with such an imbalance was its predecessor, the
Torment expansion set, which was skewed towards the color black. The Judgment expansion set was meant to balance this, and skews towards green and white, black's enemy colors. The expansion symbol for
Judgment was a scale. The set contains 33 Green cards, 33 White cards, 27 Red cards, 27 Blue cards and 16 Black cards. All multicolored cards in the set are both green and white. With the release of
Judgment, the Wishes (specifically , , and ) offered a radical new approach to deckbuilding in tournament play.
Control decks and
Combo decks across multiple formats revolutionized themselves with the method of devoting
sideboard space for combo pieces and silver bullets. In essence, this made the maindeck stronger but the smaller sideboard made postboard games weaker. Burning Wish received DCI attention after it was showcased in an absurdly powerful Vintage deck called "Long.dec" where multiple Burning Wishes were used to abuse a single Yawgmoth's Will in the sideboard, the deck would then traditionally win using (which could also be searched up using Burning Wish). This tournament-legal combo deck boasted an incredible 60% 1st Turn Kill rate, making it one of the most powerful Magic decks ever. Burning Wish was thus restricted in Vintage by the DCI on December 1, 2003, making it a good candidate for the most powerful card in
Judgment. ==Mechanics==