Odyssey

Odyssey is the first set in the Odyssey block. It is the 24th Magic expansion and was released on October 1, 2001. The prerelease was on September 22–23, 2001.
==Set details==
Odyssey contains 350 black-bordered cards (110 rare, 110 uncommon, 110 common, and 20 basic lands). Odyssey's expansion symbol is a representation of the mirari. Alongside Torment and Judgment, the second and third expansions of the Odyssey block, Odyssey was a graveyard-focused ("graveyard matters") expansion. 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 Odyssey 's cards forced players to constantly keep track of both graveyards at all times. For Odyssey, a new story began in a new setting with a new cast of characters.
===Design and Development===
Odyssey's design was inspired by Invasion and its focus on a mechanical theme. While Invasion had focused on multicolored cards, lead designer Mark Rosewater decided to focus Odyssey on the graveyard, as it had only been a small theme in two past sets: The Dark and Weatherlight.
Rosewater brought the flashback mechanic to the set. It was inspired by a mental game he used to play when covering featured matches. When one player would start heavily winning a match, Rosewater would imagine what kind of mechanic or ability would help the losing player get back into the game. In one match, he imagined the losing player being able to cast spells out of their graveyard.
Threshold was created by Richard Garfield as a way of allowing a card to change as the game progressed. In the initial design of the mechanic, the number of cards to reach threshold varied from card to card. However, this was found to be “mind-melting”, and it was reduced to “little threshold” (4 cards) and “big threshold” (7 cards), before being locked to 7 cards.
The team also looked back over the history of Magic for cards that referenced the graveyard for inspiration. For example, <c>Lhurgoyf</c> and <c>Kindle</c> each inspired a cycle of cards in Odyssey.
In addition to being a set designer, Rosewater acted as the main creative lead and oversaw all card names and flavor text due to turnover in the creative team. This led to some infamously silly pieces of flavor text, such as that found on <c>Gorilla Titan</c>.
===Marketing===
Odyssey was sold in 75-card tournament decks, 15-card boosters, four preconstructed theme decks and a fat pack. The booster packs featured artwork from <c>Seton, Krosan Protector</c>, <c>Mirari</c>, and <c>Aboshan, Cephalid Emperor</c>. The prerelease featured <c title="باسلْ ليسك - الحجر واللسان">Stone-Tongue Basilisk</c> (Stone-Tongue Basilisk printed in Arabic text) as the prerelease card. The set was accompanied by the novel of the same name.
===Flavor and storyline===
Odyssey is set on the continent of Otaria on the devastated plane of Dominaria, approximately a century after the events of the preceding set, Apocalypse of the Invasion block.Vance Moore. (2001.) Odyssey Cycle, Book I: Odyssey, Wizards of the Coast. ISBN-13 978-0786919000.
The Odyssey block storyline features desert nomads and bird (aven) warriors of the Order; the highly advanced underwater Mer Empire of the cephalids; barbarians and dwarves of the Pardic Mountains; and the centaurs, druids, and other creatures of the Krosan Forest. Each of these civilizations struggles to survive day by day, a fact of which the Cabal, an occult and sinister organization, led by the Cabal Patriarch and includes members such as Braids and Chainer, that controls most of the land and its wealth, benefits, as it operates pit fights for entertainment of the masses and, for the one lucky pit warrior who survives, fame and fortune.
The Order, structured like an army, counts among its leaders the militaristic Kirtar, Pianna, Teroh, and Eesha, and strives to break the Cabal's iron fist over the populace. Meanwhile, the Mer Empire, led by Aboshan and his wife Llawan, and advised by Laquatus, ambassador to the Cabal, scheme for absolute control of the continent by flooding the continent and killing the "inferior air-breathers". The Krosan Forest, having survived the plague of Phyrexians, grows more self-sufficient and hostile to outsiders; but, it also has a peaceful side to its existence, with figures such as Thriss and Seton being comparably more receptive of outsiders, one of whom will be Kamahl, the protagonist of the storyline cycle and, during the events of the Odyssey novel, is a young Pardic barbarian and warrior proficient with weapons and fire magic who seeks glory within the pits of the Cabal.
In leaving behind the Pardic Mountains, where age-old territorial skirmishes between the barbarians and dwarves continue to rage on, Kamahl leaves his sister Jeska; and, in an attempt to make a name for himself, Kamahl will forge new alliances, make new friends, lose friends, and irrevocably change his fate and fortune as well as that of the continent, in no small part due to the alluring and mysterious Mirari, a magical orb that calls out to all who gaze upon it and fills their heads with delusions of grandeur and dreams of conquest.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Odyssey	Vance Moore	September 2001 	Dominaria 	Kamahl, Chainer, Seton, Kirtar, Turg, Laquatus, Virot Maglan, Pianna, Aboshan, Llawan, Fulla
===Misprints===
*Several <c>Cephalid Looter</c> cards were misprinted with the creature subtype Wizard in addition to Cephalid instead of merely Cephalid.
**During the Grand Creature Type Update, the card gained the class subtype of Rogue; making Cephalid Looter's subtypes officially Cephalid Rogue.
**In 2024, as part of the Modern Horizons 3 release, the Cephalid creature type was made obsolete and replaced with Octopus; making Cephalid Looter's subtypes officially Octopus Rogue.
*<c>Bash to Bits</c> was originally named "Demolish" but was changed in development and a new card was given the name . Due to this change and both cards being in Odyssey, illustration was miss-credited to Gary Ruddell, the artist for , instead of Matt Cavotta.
===Critical reception and tournament impact===
While by no means comparable to the power level of the Urza block expansion sets but also incomparable to the dearth of power in Masques block, Odyssey and its subsequent expansion sets were moderately powerful. However, it nevertheless received a mixed reception from players, who thought it was weak and were irritated that they were "forced" to play Magic with the graveyard in mind.
In an article defending the design of newer sets like Odyssey, Magic writer Abe Sargent of StarCityGames.com wrote that of 350 cards, of which 20 are basic lands, players griped about the power level of only four <c>Wild Mongrel</c>, <c>Psychatog</c>, <c>Upheaval</c>, and <c>Roar of the Wurm</c> compared to the numbers in previous sets like Urza's Saga. He noted that the expansion was influential in establishing the graveyard as a relevant zone of the game, unlike the previous graveyard sets like Weatherlight. D. Gran, also of StarCityGames.com, however, listed <c>Braids, Cabal Minion</c> and <c>Entomb</c> as tournament-worthy cards from the set.
Magic readers and forum-goers noted that Odyssey was a welcome departure from non-interactive and unfun Magic; however, it was also noted that the Odyssey and Onslaught blocks were, to an extent, dominated by blue decks or decks containing blue.
Reflecting years later on lessons learned from Odyssey's design, Mark Rosewater would say that he had fallen into the trap of designing the set more for himself rather than the player base at large. He noted that the set did not have enough cards for more casual “Timmy” players and these players were turned off by the theme of discarding cards.
 
===Tokens===
Several tokens for Odyssey cards were offered as Magic Player Rewards:
* 2/2 Zombie creature for <c>Zombie Infestation</c>.
* 1/1 Squirrel creature for <c>Squirrel Nest</c>, <c>Chatter of the Squirrel</c>, <c>Nut Collector</c>, <c>Nantuko Shrine</c> and <c>Druid's Call</c>.
* 2/2 Bear creature for <c>Bearscape</c>.
* 3/3 Elephant creature for <c>Call of the Herd</c> and <c>Elephant Ambush</c>.
* 4/4 Beast creature for <c>Beast Attack</c>.
* 6/6 Wurm creature for <c>Roar of the Wurm</c>.
The 1/1 Spirit creature token with flying for <c>Kirtar's Wrath</c> was not part of the Magic Player Reward series and only appeared in Magic Online.
==Themes and mechanics==
Odyssey introduced the graveyard-related keywords Flashback, which allowed players to replay instants and sorceries with the ability one more time for their flashback cost, and Threshold, which conferred some sort of bonus if and when the permanent or spell's controller had seven or more cards in their graveyard. Odyssey was the first set in which protection from all colors (<c>Iridescent Angel</c>), creatures (<c>Beloved Chaplain</c>), enchantments (<c>Tattoo Ward</c>), and instant and sorcery spells (<c>Devoted Caretaker</c>) were printed.
Cards with flashback featured a tombstone icon (), an indicator, in the upper-left-hand corner of the cards. to facilitate playing with cards with the graveyard-active ability. Flashback would be revisited in Innistrad block, but the tombstone icon was not featured on cards after Odyssey, except the reprinted <c>Call of the Herd</c> and Judgment's <c>Valor</c>, from Time Spiral. This was, in part, due to the change in card frames between the Scourge and Mirrodin expansions.
In addition to the "graveyard matters" theme, Odyssey had a minor token subtheme, as reflected in the number of token-generating cards, and a significant number of cards with activated abilities involving discarding cards from one's hand or sacrificing permanents.
Odyssey block is said to be the spiritual predecessor of Innistrad block due to the thematic similarities, namely, the emphasis on the graveyard. Both blocks share the mechanic Flashback.
===Creature types===
To establish a distinct setting from the Weatherlight Saga, a majority of common creature types from the Weatherlight Saga, such as elves and goblins, were removed and replaced with completely novel or unusual tribes, including, but not limited to, barbarians, birds (avens), centaurs, cephalids, druids, dwarves, and Nantuko insects.
The creature types Antelope, Cephalid, and Squirrel were introduced in Odyssey. The creature types Guardian and Townsfolk were used in this expansion at the time of printing but were later removed.
==Cycles==
Odyssey features 15 cycles, many of which are allied-colored cycles.
Cycle name 	 	 	 	 	
Bursts 	 	 	 	 	
Bursts 	Each of these common instant or sorcery spells has an effect that linearly scales up by the number of similarly named cards in all graveyards.Two of these spells, namely <c>Flame Burst</c> and <c>Muscle Burst</c>, also scaled with the number of cards named <c>Pardic Firecat</c> and <c>Diligent Farmhand</c>, respectively, in all graveyards. These five spells were inspired by and . 	Each of these common instant or sorcery spells has an effect that linearly scales up by the number of similarly named cards in all graveyards.Two of these spells, namely <c>Flame Burst</c> and <c>Muscle Burst</c>, also scaled with the number of cards named <c>Pardic Firecat</c> and <c>Diligent Farmhand</c>, respectively, in all graveyards. These five spells were inspired by and . 	Each of these common instant or sorcery spells has an effect that linearly scales up by the number of similarly named cards in all graveyards.Two of these spells, namely <c>Flame Burst</c> and <c>Muscle Burst</c>, also scaled with the number of cards named <c>Pardic Firecat</c> and <c>Diligent Farmhand</c>, respectively, in all graveyards. These five spells were inspired by and . 	Each of these common instant or sorcery spells has an effect that linearly scales up by the number of similarly named cards in all graveyards.Two of these spells, namely <c>Flame Burst</c> and <c>Muscle Burst</c>, also scaled with the number of cards named <c>Pardic Firecat</c> and <c>Diligent Farmhand</c>, respectively, in all graveyards. These five spells were inspired by and . 	Each of these common instant or sorcery spells has an effect that linearly scales up by the number of similarly named cards in all graveyards.Two of these spells, namely <c>Flame Burst</c> and <c>Muscle Burst</c>, also scaled with the number of cards named <c>Pardic Firecat</c> and <c>Diligent Farmhand</c>, respectively, in all graveyards. These five spells were inspired by and .
Desires 	 	 	 	 	
Desires 	Each of these common Auras has a static ability, a static threshold ability, and a name alluding to a notable Odyssey block storyline character associated with the respective color; depicted holding the Mirrari. 	Each of these common Auras has a static ability, a static threshold ability, and a name alluding to a notable Odyssey block storyline character associated with the respective color; depicted holding the Mirrari. 	Each of these common Auras has a static ability, a static threshold ability, and a name alluding to a notable Odyssey block storyline character associated with the respective color; depicted holding the Mirrari. 	Each of these common Auras has a static ability, a static threshold ability, and a name alluding to a notable Odyssey block storyline character associated with the respective color; depicted holding the Mirrari. 	Each of these common Auras has a static ability, a static threshold ability, and a name alluding to a notable Odyssey block storyline character associated with the respective color; depicted holding the Mirrari.
Hounds 	 	 	 	 	
Hounds 	Each of these five common 2/2 Hounds cost and have an activated or triggered ability. 	Each of these five common 2/2 Hounds cost and have an activated or triggered ability. 	Each of these five common 2/2 Hounds cost and have an activated or triggered ability. 	Each of these five common 2/2 Hounds cost and have an activated or triggered ability. 	Each of these five common 2/2 Hounds cost and have an activated or triggered ability.
Land Auras 	 	 	 	 	
Land Auras 	Each of these five uncommon Auras enchant lands. Four of them confer a beneficial activated ability, while one (<c>Steam Vines</c>) has a detrimental triggered ability. 	Each of these five uncommon Auras enchant lands. Four of them confer a beneficial activated ability, while one (<c>Steam Vines</c>) has a detrimental triggered ability. 	Each of these five uncommon Auras enchant lands. Four of them confer a beneficial activated ability, while one (<c>Steam Vines</c>) has a detrimental triggered ability. 	Each of these five uncommon Auras enchant lands. Four of them confer a beneficial activated ability, while one (<c>Steam Vines</c>) has a detrimental triggered ability. 	Each of these five uncommon Auras enchant lands. Four of them confer a beneficial activated ability, while one (<c>Steam Vines</c>) has a detrimental triggered ability.
Lhurgoyfs 	 	 	 	 	
Lhurgoyfs 	Each of these five rare Lhurgoyfs with power and toughness is determined by the number of cards of a particular type in all graveyards. These creatures also had an in-color ability. 	Each of these five rare Lhurgoyfs with power and toughness is determined by the number of cards of a particular type in all graveyards. These creatures also had an in-color ability. 	Each of these five rare Lhurgoyfs with power and toughness is determined by the number of cards of a particular type in all graveyards. These creatures also had an in-color ability. 	Each of these five rare Lhurgoyfs with power and toughness is determined by the number of cards of a particular type in all graveyards. These creatures also had an in-color ability. 	Each of these five rare Lhurgoyfs with power and toughness is determined by the number of cards of a particular type in all graveyards. These creatures also had an in-color ability.
Retrievers 	 	 	 	 	
Retrievers 	Each of these five common 2/2 creatures, which, when they enter the battlefield, allows their controller to return a card of a particular type from their graveyard to their hand. All of these cards, except , which replaced , were reprinted from Tempest block. 	Each of these five common 2/2 creatures, which, when they enter the battlefield, allows their controller to return a card of a particular type from their graveyard to their hand. All of these cards, except , which replaced , were reprinted from Tempest block. 	Each of these five common 2/2 creatures, which, when they enter the battlefield, allows their controller to return a card of a particular type from their graveyard to their hand. All of these cards, except , which replaced , were reprinted from Tempest block. 	Each of these five common 2/2 creatures, which, when they enter the battlefield, allows their controller to return a card of a particular type from their graveyard to their hand. All of these cards, except , which replaced , were reprinted from Tempest block. 	Each of these five common 2/2 creatures, which, when they enter the battlefield, allows their controller to return a card of a particular type from their graveyard to their hand. All of these cards, except , which replaced , were reprinted from Tempest block.
Rites 	 	 	 	 	
Rites 	Each of these five common instants whose effect is determined and proportional to the number of cards discarded at the resolution of the spell. 	Each of these five common instants whose effect is determined and proportional to the number of cards discarded at the resolution of the spell. 	Each of these five common instants whose effect is determined and proportional to the number of cards discarded at the resolution of the spell. 	Each of these five common instants whose effect is determined and proportional to the number of cards discarded at the resolution of the spell. 	Each of these five common instants whose effect is determined and proportional to the number of cards discarded at the resolution of the spell.
Shrines 	 	 	 	 	
Shrines 	Each of these five rare enchantments costing and with a triggered ability, triggering whenever a player casts a spell and having an effect depending on the number of cards in all graveyards with the same name as that spell. 	Each of these five rare enchantments costing and with a triggered ability, triggering whenever a player casts a spell and having an effect depending on the number of cards in all graveyards with the same name as that spell. 	Each of these five rare enchantments costing and with a triggered ability, triggering whenever a player casts a spell and having an effect depending on the number of cards in all graveyards with the same name as that spell. 	Each of these five rare enchantments costing and with a triggered ability, triggering whenever a player casts a spell and having an effect depending on the number of cards in all graveyards with the same name as that spell. 	Each of these five rare enchantments costing and with a triggered ability, triggering whenever a player casts a spell and having an effect depending on the number of cards in all graveyards with the same name as that spell.
Spheres 	 	 	 	 	
Spheres 	Each of these five white enchantments with an ability that reduces 2 damage damage that would be dealt to its controller by a source of a specific color. 	Each of these five white enchantments with an ability that reduces 2 damage damage that would be dealt to its controller by a source of a specific color. 	Each of these five white enchantments with an ability that reduces 2 damage damage that would be dealt to its controller by a source of a specific color. 	Each of these five white enchantments with an ability that reduces 2 damage damage that would be dealt to its controller by a source of a specific color. 	Each of these five white enchantments with an ability that reduces 2 damage damage that would be dealt to its controller by a source of a specific color.
Sac lands 	 	 	 	 	
Sac lands 	Each of these five common lands comes into play tapped and has two mana abilities, one of which is the ability to tap for one mana of a specific color and the other is the ability to tap for one mana of any color but also requiring the land's sacrifice. 	Each of these five common lands comes into play tapped and has two mana abilities, one of which is the ability to tap for one mana of a specific color and the other is the ability to tap for one mana of any color but also requiring the land's sacrifice. 	Each of these five common lands comes into play tapped and has two mana abilities, one of which is the ability to tap for one mana of a specific color and the other is the ability to tap for one mana of any color but also requiring the land's sacrifice. 	Each of these five common lands comes into play tapped and has two mana abilities, one of which is the ability to tap for one mana of a specific color and the other is the ability to tap for one mana of any color but also requiring the land's sacrifice. 	Each of these five common lands comes into play tapped and has two mana abilities, one of which is the ability to tap for one mana of a specific color and the other is the ability to tap for one mana of any color but also requiring the land's sacrifice.
Threshold lands 	 	 	 	 	
Threshold lands 	Each of these five uncommon lands with an ability to tap for mana of a specific color, albeit at the cost of 1 point of damage, and an ability that may only be activated if a player has threshold. These lands represent the pit arenas used by Otaria's different cultures and tribes within the Cabal's gladiatorial games and pit fights. 	Each of these five uncommon lands with an ability to tap for mana of a specific color, albeit at the cost of 1 point of damage, and an ability that may only be activated if a player has threshold. These lands represent the pit arenas used by Otaria's different cultures and tribes within the Cabal's gladiatorial games and pit fights. 	Each of these five uncommon lands with an ability to tap for mana of a specific color, albeit at the cost of 1 point of damage, and an ability that may only be activated if a player has threshold. These lands represent the pit arenas used by Otaria's different cultures and tribes within the Cabal's gladiatorial games and pit fights. 	Each of these five uncommon lands with an ability to tap for mana of a specific color, albeit at the cost of 1 point of damage, and an ability that may only be activated if a player has threshold. These lands represent the pit arenas used by Otaria's different cultures and tribes within the Cabal's gladiatorial games and pit fights. 	Each of these five uncommon lands with an ability to tap for mana of a specific color, albeit at the cost of 1 point of damage, and an ability that may only be activated if a player has threshold. These lands represent the pit arenas used by Otaria's different cultures and tribes within the Cabal's gladiatorial games and pit fights.
Cycle name 	 	 	 	 	
Atogs 	 	 	 	 	
Atogs 	Each of these uncommon allied-color gold creatures with a CMC of 3 and two activated "eating" abilities, or abilities that cost a resource associated with that color to increase their power/toughness by +1/+1 per activation, that is an homage to the those of the Atog mega cycle Originally, these Atogs were conceived as "hybrids" of the original Atogs. Of these Atogs, Psychatog was the only one to have made a significant impact on competitive Magic; the abilities of the others, as well as their colors, were not overwhelmingly conducive to competitive Magic, and there was a lack of synergy between the abilities of the other Atogs.Anthony Alongi. (September 13, 2001.) "Odyssey Card Preview: Atogs", Wizards of the Coast. In addition to this cycle of Atogs, Odyssey featured <c>Atogatog</c>, a legendary Atog "Lord" who ate Atogs to increase its power and toughness.	Each of these uncommon allied-color gold creatures with a CMC of 3 and two activated "eating" abilities, or abilities that cost a resource associated with that color to increase their power/toughness by +1/+1 per activation, that is an homage to the those of the Atog mega cycle Originally, these Atogs were conceived as "hybrids" of the original Atogs. Of these Atogs, Psychatog was the only one to have made a significant impact on competitive Magic; the abilities of the others, as well as their colors, were not overwhelmingly conducive to competitive Magic, and there was a lack of synergy between the abilities of the other Atogs.Anthony Alongi. (September 13, 2001.) "Odyssey Card Preview: Atogs", Wizards of the Coast. In addition to this cycle of Atogs, Odyssey featured <c>Atogatog</c>, a legendary Atog "Lord" who ate Atogs to increase its power and toughness.	Each of these uncommon allied-color gold creatures with a CMC of 3 and two activated "eating" abilities, or abilities that cost a resource associated with that color to increase their power/toughness by +1/+1 per activation, that is an homage to the those of the Atog mega cycle Originally, these Atogs were conceived as "hybrids" of the original Atogs. Of these Atogs, Psychatog was the only one to have made a significant impact on competitive Magic; the abilities of the others, as well as their colors, were not overwhelmingly conducive to competitive Magic, and there was a lack of synergy between the abilities of the other Atogs.Anthony Alongi. (September 13, 2001.) "Odyssey Card Preview: Atogs", Wizards of the Coast. In addition to this cycle of Atogs, Odyssey featured <c>Atogatog</c>, a legendary Atog "Lord" who ate Atogs to increase its power and toughness.	Each of these uncommon allied-color gold creatures with a CMC of 3 and two activated "eating" abilities, or abilities that cost a resource associated with that color to increase their power/toughness by +1/+1 per activation, that is an homage to the those of the Atog mega cycle Originally, these Atogs were conceived as "hybrids" of the original Atogs. Of these Atogs, Psychatog was the only one to have made a significant impact on competitive Magic; the abilities of the others, as well as their colors, were not overwhelmingly conducive to competitive Magic, and there was a lack of synergy between the abilities of the other Atogs.Anthony Alongi. (September 13, 2001.) "Odyssey Card Preview: Atogs", Wizards of the Coast. In addition to this cycle of Atogs, Odyssey featured <c>Atogatog</c>, a legendary Atog "Lord" who ate Atogs to increase its power and toughness.	Each of these uncommon allied-color gold creatures with a CMC of 3 and two activated "eating" abilities, or abilities that cost a resource associated with that color to increase their power/toughness by +1/+1 per activation, that is an homage to the those of the Atog mega cycle Originally, these Atogs were conceived as "hybrids" of the original Atogs. Of these Atogs, Psychatog was the only one to have made a significant impact on competitive Magic; the abilities of the others, as well as their colors, were not overwhelmingly conducive to competitive Magic, and there was a lack of synergy between the abilities of the other Atogs.Anthony Alongi. (September 13, 2001.) "Odyssey Card Preview: Atogs", Wizards of the Coast. In addition to this cycle of Atogs, Odyssey featured <c>Atogatog</c>, a legendary Atog "Lord" who ate Atogs to increase its power and toughness.
Gold spells (rare)	 	 	 	 	
Gold spells (rare)	 	 	 	 	
Eggs 	 	 	 	 	
Eggs 	Each of these five uncommon artifacts with " Sacrifice this card: Add two mana, one mana each of the colors of an allied-colored combination. Draw a card.". 	Each of these five uncommon artifacts with " Sacrifice this card: Add two mana, one mana each of the colors of an allied-colored combination. Draw a card.". 	Each of these five uncommon artifacts with " Sacrifice this card: Add two mana, one mana each of the colors of an allied-colored combination. Draw a card.". 	Each of these five uncommon artifacts with " Sacrifice this card: Add two mana, one mana each of the colors of an allied-colored combination. Draw a card.". 	Each of these five uncommon artifacts with " Sacrifice this card: Add two mana, one mana each of the colors of an allied-colored combination. Draw a card.".
Filter lands 	 	 	 	 	
Filter lands 	Each of these five rare lands with " : Add two mana, one mana each of the colors of an allied-colored combination.". 	Each of these five rare lands with " : Add two mana, one mana each of the colors of an allied-colored combination.". 	Each of these five rare lands with " : Add two mana, one mana each of the colors of an allied-colored combination.". 	Each of these five rare lands with " : Add two mana, one mana each of the colors of an allied-colored combination.". 	Each of these five rare lands with " : Add two mana, one mana each of the colors of an allied-colored combination.".
===Vertical cycles===
Cycle name 	 	 	 	 	
Flashback creature token producers	 	 	 	 	
Flashback creature token producers	Each of these green sorcery spells with flashback creates a green token creature. 	Each of these green sorcery spells with flashback creates a green token creature. 	Each of these green sorcery spells with flashback creates a green token creature. 	Each of these green sorcery spells with flashback creates a green token creature. 	Each of these green sorcery spells with flashback creates a green token creature.
Punisher spells 	 	 	 	 	
Punisher spells 	Each of these red instant spells provides the targeted opponent with the choice of two generally unfavorable effects, one of which is direct damage.	Each of these red instant spells provides the targeted opponent with the choice of two generally unfavorable effects, one of which is direct damage.	Each of these red instant spells provides the targeted opponent with the choice of two generally unfavorable effects, one of which is direct damage.	Each of these red instant spells provides the targeted opponent with the choice of two generally unfavorable effects, one of which is direct damage.	Each of these red instant spells provides the targeted opponent with the choice of two generally unfavorable effects, one of which is direct damage.
Thought Beasts 	 	 	 	 	
Thought Beasts 	Each of these aggressively costed blue Beast creatures with flying reduces your maximum hand size. 	Each of these aggressively costed blue Beast creatures with flying reduces your maximum hand size. 	Each of these aggressively costed blue Beast creatures with flying reduces your maximum hand size. 	Each of these aggressively costed blue Beast creatures with flying reduces your maximum hand size. 	Each of these aggressively costed blue Beast creatures with flying reduces your maximum hand size.
===Mega cycles===
===Pairs===
Odyssey has two matched pairs.
Matched Pairs	Matched Pairs	Description
 	 	Clerics with protection from an enemy color of White and an activated ability, costing and the sacrifice of itself, to prevent the damage from a source of the enemy color in question.
 	 	2/3 Bird Soldiers with flying and protection from an enemy of Blue.
==Reprinted cards==
*<c>Anarchist</c>, first printed in Exodus
*<c>Angelic Wall</c>, first printed in Portal Second Age
*<c>Buried Alive</c>, first printed in Weatherlight
*<c>Cartographer</c>, first printed in Exodus
*<c>Gallantry</c>, first printed in Tempest
*<c>Gravedigger</c>, first printed in Portal, last seen in 7th Edition
*<c>Overrun</c>, first printed in Tempest
*<c>Patchwork Gnomes</c>, first printed in Tempest
*<c>Scrivener</c>, first printed in Exodus
===Functional reprints===
*<c>Aven Cloudchaser</c>, functional reprint of with additional creature type
*<c>Aven Fisher</c>, functional reprint of with additional creature type
*<c>Battle Strain</c>, functional reprint of 
*<c>Druid Lyrist</c>, functional reprint of except for creature type
*<c>Dusk Imp</c>, functional reprint of and except for creature type
*<c>Dwarven Grunt</c>, functional reprint of , , and except for creature type
*<c>Leaf Dancer</c>, functional reprint of except for creature type
*<c>Piper's Melody</c>, functional reprint of 
*<c>Psionic Gift</c>, functional reprint of 
*<c>Woodland Druid</c>, functional reprint of and except for creature type
==Card comparisons==
===Strictly better===
*<c>Wild Mongrel</c>, upgrade from , , , , and 
===Strictly worse===
*<c>Diabolic Tutor</c>, downgrade from 
==Trivia==
== Preconstructed decks ==
Odyssey has four two-colored theme decks.
==References==
==External links==
*