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Judgment (Magic: The Gathering)

Odyssey
[[File:Symbol Description = the Mirari, a metal orb on a helix|frameless]]
Released September 21, 2001
Size 350 cards
(110 common,
110 uncommon,
110 rare, 20 basic land)
Keywords Threshold, Flashback
Mechanics Discard, Graveyard effects
Development code Argon
Expansion code ODY
First set in the Odyssey block
Odyssey Torment Judgment
Apocalypse Deckmasters 2001
Invasion Block Onslaught Block
Torment
[[File:Symbol Description = ouroboros|frameless]]
Released February 8, 2002
Size 143 cards
(55 common,
44 uncommon,
44 rare)
Keywords Flashback, Threshold, Madness
Mechanics Nightmares
Development code Boron
Expansion code TOR
Second set in the Odyssey block
Odyssey Torment Judgment
Deckmasters 2001 Judgment
Invasion Block Onslaught Block
Judgment
[[File:Symbol Description = balancing scale|frameless]]
Released May 27, 2002
Size 143 cards
(55 common,
44 uncommon,
44 rare)
Mechanics Advocates, Incarnations, Nightmares, Phantoms, Wishes
Development code Carbon
Expansion code JUD
Third set in the Odyssey block
Odyssey Torment Judgment
Torment Onslaught
Invasion Block Onslaught Block

The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey (September, 2001), Torment (February, 2002) and Judgment (May, 2002).

The storyline of Odyssey leaps forward 100 years after the events in the set Apocalypse on the remote continent Otaria. Odyssey 's protagonist is Kamahl, a formidable fighter-mage skilled in both throwing fireballs and melee combat. Kamahl has a close friend Chainer, a cabalist, and a cool-headed sister Jeska. The antagonist is Laquatus, a sly merfolk who uses trickery and mind control to bend others to his will. Other characters include the cephalid emperor Aboshan, Kamahl's centaur friend Seton, Kamahl and Jeska's dwarven trainer Balthor, the militaristic Kirtar, the mellow but dangerous Cabal Patriarch (The First), and the unpredictable sociopath Braids. Almost everyone in the story is after the Mirari, a legendary artifact of immense power with the ability to make its wielder's innermost wishes come true. The Mirari is relatively small, resembling a metallic ball mounted on a wiry helix. The Mirari notoriously drives its wielder insane, often causing death and massive destruction, wherein it awaits a new master.

The Magic: The Gathering Creative Team began a new approach to Magic's storyline starting with Odyssey. Changes include:

Torment tells the story of Chainer, a Dementia Summoner of the Cabal, who first discovers the Mirari and rises through the ranks of the Cabal, eventually becoming rival to the Cabal Patriarch himself.

Having mortally wounded his sister, Jeska, with his own sword, Kamahl leaves her to the care of his centaur friend, Seton, and sets out on a quest to find a way to heal her. Her wound festers from the might of the Mirari, currently fixed to the pommel of Kamahl's sword. Meanwhile, Laquatus schemes as much as ever to persuade Empress Llawan to aid him in finding the Mirari. Along with his bodyguard Burke (Laquatus' Champion), the ever-demented Braids, and Commander Eesha of the Aven, each plays a part in the war over the Mirari. Kamahl trains with the Nantuko Thriss in Krosa in Druidic magic and ultimately confronts Laquatus in a showdown. Upon victory, Kamahl slams his sword into the ground, granting his wish and bringing life and growth to the surrounding environment (Mirari's Wake), though he unfortunately cannot cure his dying sister's wound.


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