Map to Lorthos's Temple
The three checkboxes announce the deck before the rules text finishes explaining itself: an artifact, a Merfolk, and an instant or sorcery. That is not a random spread but a shopping list for a blue tempo-and-tribal shell that was already going to do all three things incidentally, and the quest just asks you to keep casting your normal spells. The design lives on the gap between how trivial each objective looks alone and how large the reward scales. Complete all three and you sacrifice the enchantment to make a Lorthos, the Tidemaker token: a genuine finisher pulled from a one-mana enchantment plus the ambient work of a curve you were building anyway. The discipline is in what actually trips each check. Two of them (Diving Gear and Merfolk) fire only on permanents entering under your control, so a board that develops feeds the quest and a board that stalls strands it. The Ritual check is the loosest of the three: it counts the cast, not the resolution, so a countered spell still ticks the box. None of the objectives demands a dedicated slot; you are not building around this so much as realizing, midway through a normal game, that an eight-mana sea monster has quietly assembled itself out of things you were doing regardless.
