Theros

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Magic: The Gathering's Greek plane. Imagine God of War with less sex, fewer QTEs (unless you count untapping your lands each turn), and Ajani Goldmane and Elspeth Tirel hanging around to show everyone how bro they are. Theros has a heavy focus on Gods and Goddesses, and how their machinations often meddle with the lives of mortals. All Enchantments are considered to be gifts from the Gods, and enchantment creatures are usually blessed by the Gods.

The Gods of Theros

Mechanics

Enchantments - Mostly creatures that are also enchantments, but also some of the regular kinds you're used to from other planes. Enchantment creatures have a special sparkly frame so you can tell them apart. Ties into ... Bestow - Some enchantment creatures can be cast as an Aura, in which case they give the enchanted creature benefits related to their own power and toughness and abilities. If a creature cast this way would be unattached from the enchanted creature (like if it dies), it stays in play and becomes a regular creature. Bestow plays well with...

Heroic - A keyword that rewards you for targeting your creature with your own spells.

Constellation - The obligatory "why the heck is this even a keyword/ability word?" moment that we tend to get about once a block. Cards with Constellation have a significant effect that triggers whenever an enchantment comes into play under your control.

Devotion - The power of belief is incredibly important to Theros, as the Gods themselves were made by the devotion of mortals. Several cards have an effect that is activated depending on the number of colored mana symbols on permanents you control that are on the battlefield (EX: If I have 2 creatures on the battlefield that have a total of 3 blue mana symbols on them, my devotion is 3).

Escape - A keyword that represents creatures and spells that have transcended the Underworld to return to the battlefield once more. When a card with Escape is put into the graveyard from anywhere, you can pay a certain amount of mana and exile a number of other cards to play that card again! Unlike Jump-Start or Flashback, they don't exile as they resolve, so as long as you have cards to spare, you can keep them coming all game long.

Sagas - Technically these were in Dominaria, but they show up here as well. Sagas are enchantments that capture important story moments and play them out on the battlefield. Every saga enters the battlefield with a lore counter, and gains another one on your upkeep. When a lore counter is placed on a Saga, an effect is trigged based upon what story they are trying to tell. When the final effect of a Saga is activated, the Saga blows up.

Settings of Magic: The Gathering
Pre-revisionist: First Magic Sets - First Urza Block - Arabian Nights
Legends - Homelands - Ice Age - Mirage
Weatherlight Saga: Portal Starter Sets - Second Urza Block
Tempest Block - Masques Block - Invasion Block
Post-Weatherlight: Otaria Block - Mirrodin - Kamigawa - Ravnica - Time Spiral
After the Mending: Lorwyn - Alara - Zendikar - New Phyrexia
Innistrad - Return to Ravnica - Theros - Tarkir - Eldraine - Ikoria
Two-Block Paradigm: Kaladesh - Amonkhet - Ixalan
Post Two-Block Paradigm: Eldraine - Ikoria - Kaldheim - Strixhaven
Never in a standard set: Fiora (Where the Conspiracy sets take place) - Kylem (Battlebond)