Theros: Beyond Death Is a Good Introduction to Magic: The Gathering
Art courtesy of Wizards of the Coast
There are a couple questions at the top of the mind of everyone who wants to learn to play Magic: The Gathering. The first is “what is happening?” The second is “can I do the thing that is happening?” Those questions might get worded differently for each individual, but the core of confusion and resolve has to be there for anyone who wants to approach this bizarre and often labyrinthine game. With that in mind, I think it is important to angle a set review toward those questions. Theros: Beyond Death, the new set of cards from Magic, should obviously be evaluated from the angle of what it does to all of the various bizarro formats and ways to play this game. But on a fundamental level, what you need to know right now is if it is approachable and if it allows for cool gameplay situations.
The answer to both is, in general, yes. Magic is about pretending to be a wizard who is summoning creatures and slinging spells at opponents, and while that framework is an easy sell to anyone, the blow-by-blow of how the game is played can often be a hard thing to get into. This is made even more difficult by the language used to describe the game actions: tapping and shuffling and constellation and heroic and escape.
Theros: Beyond Death alleviates some of this general Magic pain by being what the Magic designers call a “top-down” set. Top down simply means that the concept of the set was created first and that that concept drove the mechanical design of the cards, and in this case that top-down design is centered on the plane of Theros. Loosely based on Greek mythology, Theros is characterized by enchantments and creatures with mystical attachments, and much like those myths, the relationship between the world of the living and the dead is central to the function of everyone’s lives. Beyond Death is about the underworld of the plane (world) of Theros.