June 1, 2022

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Pawmi Evolution in Pokemon Scarlet and Violet

RELEASE DATE REVEALED FOR POKÉMON SCARLET AND POKÉMON VIOLET The Pokemon Company has officially announced the release date for the highly anticipated video games Pokemon Scarlet and Pokemon Violet. Fans can mark their calendars for November 18, 2022, as the day these exciting new games will become available. This announcement came in conjunction with the release of a new trailer on the official Pokemon YouTube channel. Let’s dive into the details of what players can expect from these upcoming titles. Cover Art Reveal – Legendary Pokemon Take the Spotlight Building anticipation for Pokemon Scarlet and Pokemon Violet, the official cover art has been unveiled. The retail version of each game will feature a powerful new Legendary Pokemon. On the cover of Pokemon Scarlet, we have Koraidon, while Pokemon Violet showcases Miraidon. These Legendary Pokemon also serve as the motifs for the title logos. The designs of the covers resemble antique books, inviting players to embark on a compelling new story. With these visually stunning covers, the excitement for the games continues to grow. Embark on an Open-World Adventure Pokemon Scarlet and Pokemon Violet mark a significant departure from traditional Pokemon games. These titles introduce the concept of an open-world RPG, allowing players to explore the vast regions of the Pokemon universe in unprecedented ways. From trading and battling Pokemon to unraveling the mysteries of these new lands, players will have the opportunity to forge their own path. What’s even more exciting is the option for up to four players to join forces and explore together. The multiplayer feature adds a new level of camaraderie and excitement to the gameplay experience. New Characters and Professors In these latest Pokemon games, players will encounter a diverse cast of characters, each contributing to the immersive storyline. Depending on the version they choose, players will meet one of two different professors: Professor Sada in Pokemon Scarlet or Professor Turo in Pokemon Violet. These esteemed professors are dedicated researchers, diving into the rich lore and history of the respective regions. One character, in particular, stands out as a friend and guide for players throughout their journey. Nemona, an experienced Pokemon Trainer, exudes energy and enthusiasm for Pokemon battles. Her sunny disposition and passion for battling make her a valuable companion to players as they navigate the challenges that lie ahead. Pokemon Spotlight: Pawmi Among the exciting array of new Pokemon introduced in Pokemon Scarlet and Pokemon Violet, Pawmi is a standout. This adorable creature boasts electric sacs in its cheeks, but that’s not all. Pawmi also possesses electricity-discharging organs on its forepaws, allowing it to generate shocks by rubbing its cheeks and touching opponents. Its body is covered in fur that serves as insulation against the cold and doubles as a storage unit for electricity. This cautious Pokemon instinctively rubs its cheeks when feeling uneasy, ready to fend off adversaries with a powerful electric shock. Category: Mouse Pokemon Type: Electric Height: 1′ Weight: 5.5 lbs. Ability: Static / Natural Cure Pokemon Spotlight: Lechonk Another fascinating addition to the Pokemon lineup in Pokemon Scarlet and Pokemon Violet is Lechonk. This Pokemon relies on its impeccable sense of smell to seek out and feast on the most fragrant wild grasses and delectable Berries. Interestingly, its dining choices have led to the development of an aroma reminiscent of herbs, which repels Bug-type Pokemon. When startled, Lechonk’s immediate response is to charge forward in a panicked state. Although it may give the impression of being overweight, its bulky physique is a testament to the constant walking and searching for food it undertakes. Category: Hog Pokemon Type: Normal Height: 1’8″ Weight: 22.5 lbs. Ability: Aroma Veil / Gluttony Pokemon Spotlight: Smoliv Smoliv, a charming Grass/Normal type Pokemon, captures the attention of trainers with its unique characteristics. The oil that emanates from its head possesses an intensely bitter taste, rendering it inedible. However, this oil serves as a defensive mechanism for Smoliv. When startled or attacked, it shoots out the oil to slow down its opponent, allowing for a quick getaway. Smoliv stores oil in the fruit on its head, produced through photosynthesis. This remarkable adaptation allows Smoliv to survive for extended periods without eating or drinking, making it well-suited to dry and sunny environments. Category: Olive Pokemon Type: Grass/Normal Height: 1′ Weight: 14.3 lbs. Ability: Early Bird Unleash the Power of the First Partner Pokemon Every Pokemon Trainer’s journey starts by choosing a partner Pokemon, and Pokemon Scarlet and Pokemon Violet are no exception. Three remarkable Pokemon await trainers as their potential first partners: Sprigatito, Fuecoco, and Quaxly. Each holds unique abilities and characteristics that will shape the adventures of players. Sprigatito Sprigatito, a charming Grass-type Pokemon, possesses a capricious and attention-seeking nature. It demands its Trainer’s undivided attention and may sulk if it feels neglected. This peculiar Pokemon releases a sweet aroma when it kneads and rubs its forepaws, captivating those in its presence. The aroma possesses therapeutic properties, often causing opponents to lose their resolve in battle. Sprigatito’s fur composition is akin to that of plants, enabling it to absorb sunlight for energy. Grooming itself adds moisture to its fur, aiding its photosynthesis abilities. Category: Grass Cat Pokemon Type: Grass Height: 1’4″ Weight: 9 lbs. Ability: Overgrow Fuecoco Fuecoco, a laid-back Fire-type Pokemon, sets its own pace in life. Its insatiable appetite drives it to sprint eagerly towards any food it discovers. Remarkably, Fuecoco’s square scales on its stomach and back absorb external heat and convert it into fire energy. These scales are perpetually warm and occasionally become scorching hot. Flames flicker on top of Fuecoco’s head, signifying the energy that leaks from its body. When this Pokemon becomes excited, the intensity of the flames increases. Category: Fire Croc Pokemon Type: Fire Height: 1’4″ Weight: 21.6 lbs. Ability: Blaze Quaxly Quax

Battle-Ready Avatar Items in Pokemon GO Season 11

GO Battle League Season 11: Exciting Battles Await Trainers! Trainers, get ready to dive back into the thrilling world of Pokemon battles with the highly anticipated GO Battle League Season 11! Niantic has announced an action-packed season filled with new cups and events for Pokemon GO players worldwide. Whether you’re a seasoned battler or just starting your journey, there’s something for everyone in this exciting season. Read on to discover all the details and stay ahead in the battle arena! Season 11 Start Date, Rank Resets, and End-of-Season Rewards The much-awaited Season 11 of the GO Battle League will commence on Wednesday, June 1, 2022, at 1:00 p.m. PDT (GMT −7). As the season kicks off, Trainers can expect some significant changes: End-of-season rewards will be available on the battle screen, providing an extra incentive for Trainers to showcase their battling skills. Your GO Battle League rank will be reset, giving everyone a fresh start in their journey to the top. Rank-up requirements will remain the same as in Season 10, ensuring a fair and competitive playing field. Season 11 Schedule: Battling through a Variety of Leagues and Cups GO Battle League Season 11 will introduce a diverse range of leagues and cups, ensuring dynamic battles and strategic gameplay throughout the season. Mark your calendars for the following leagues and cups: Great League The season begins with the beloved Great League, allowing Trainers to battle with Pokemon up to 1,500 CP. This provides an excellent opportunity to showcase your tactical skills with a wide range of Pokemon. Great League Remix Following the initial Great League battles, the Great League Remix takes center stage. In this variant, the 20 most commonly used Pokemon by skilled Trainers from the Ace rank and above will be excluded, offering a fresh and unpredictable battling experience. Ultra League Once the Great League battles conclude, Trainers will have the chance to compete in the Ultra League. With a CP limit of 2,500, this league allows for the use of more powerful Pokemon, increasing the strategic depth of battles. Catch Cup — GO Fest Edition As part of the Pokemon GO World Championship Series events, the Catch Cup – GO Fest Edition introduces a unique twist to battles. Trainers can only use Pokemon caught during the GO Fest weekend for this cup, adding an extra layer of challenge and excitement. Master League The prestigious Master League awaits skilled Trainers who seek the ultimate battle experience. In this league, there are no CP limits, allowing for the use of the most powerful and legendary Pokemon in epic encounters. Fossil Cup Next on the list is the Fossil Cup, where Trainers can only deploy Water-, Rock-, and Steel-type Pokemon to showcase their strategic prowess. This cup presents a fresh set of challenges and encourages Trainers to think outside the box. Retro Cup Trainers with a penchant for nostalgia will find delight in the Retro Cup. In this cup, only Pokemon with CP at or below 1,500 are eligible, and Fairy-, Dark-, and Steel-type Pokemon are excluded. It’s a chance to relive the battles of yesteryears with a twist! Kanto Cup Go back to where it all began with the Kanto Cup. Only Pokemon with Pokédex numbers from #1 to #151 are eligible, making it a journey down memory lane and a test of your knowledge of the original Pokemon region. Flying Cup Battle the skies with the Flying Cup. This cup exclusively features Flying-type Pokemon, challenging Trainers to master the unique strategies associated with these avian creatures. Element Cup Explore the elemental powers in the thrilling Element Cup. Pokemon up to 500 CP, with unevolved forms, compete in this exciting cup, pushing Trainers to optimize their teams in ingenious ways. Summer Cup Embrace the summer vibes with the Summer Cup, where Normal-, Fire-, Water-, Grass-, Electric-, and Bug-type Pokemon take the center stage. Feel the heat and enjoy the dynamic battles under the warm sun. Fighting Cup If you’re ready to throw punches and showcase your Fighting-type Pokemon, the Fighting Cup is the perfect battleground. This cup allows only Fighting-type Pokemon, presenting a fierce competition for true brawlers. Little Cup Remix Trainers who enjoy battling with adorable and unevolved Pokemon will find joy in the Little Cup Remix. With a CP limit of 500, and Little Cup Pokemon from the previous season excluded, this cup promises exciting battles with pint-sized powerhouses. Mystery Cups* As the season progresses, Niantic has some surprise Mystery Cups lined up for Trainers. Keep your eyes peeled for updates on these mysterious challenges! Season 11 GO Battle Events: Mankey Takes the Spotlight Trainers can look forward to exciting GO Battle Events throughout Season 11. One such event features the mischievous Fighting-type Pokemon, Mankey! GO Battle Day: Mankey On Saturday, June 18, 2022, from 12:00 a.m. to 11:59 p.m. local time, Mankey takes the center stage. During this special event, Trainers can enjoy the following bonuses: 4× Stardust from win rewards, allowing Trainers to amass Stardust at an accelerated rate. An increased number of battles per day, with the set limit raised from five to 20, providing ample opportunities to hone battling skills. But that’s not all! Trainers can also encounter Mankey as a guaranteed reward encounter and have a chance to evolve it into Primeape with the Charged Attack Cross Chop when evolved during the event hours or up to two hours after it. Timed Research: Unleash your Battling Potential To further enhance the battling experience, Niantic is introducing Timed Research focused on battling. Completing this research will reward Trainers with valuable items, including XP, Rare Candy, Bea-Style Gloves, and an Elite Charge TM. It’s an opportunity to unlock your battling potential and add powerful moves to your Pokemon’s arsenal. Active Leagues: Battle With Skill and Strategy Alongside the exciting cup rotations, Trainers can participate in Active Leagues throughout Season 11. These leagues provide the opportunity to battle opponents in specific league formats: Master League Challenge the most formidable opponents in the renowned Master

Meet Nemona in Pokemon Scarlet and Violet

RELEASE DATE REVEALED FOR POKÉMON SCARLET AND POKÉMON VIOLET The Pokemon Company International and Nintendo have officially announced the release date for the highly anticipated Pokemon Scarlet and Pokemon Violet video games. Set to launch on November 18, 2022, these games are generating immense excitement among Pokemon enthusiasts. Latest Trailer Introduces New Pokemon and More To add to the anticipation, a brand-new trailer has been unveiled on the official Pokemon YouTube channel. This trailer not only showcases captivating gameplay footage but also introduces players to several newly discovered Pokemon. Fans can watch the trailer to catch a glimpse of the exciting adventures that await them in the Pokemon Scarlet and Pokemon Violet games. Cover Art Reveal The cover art for Pokemon Scarlet and Pokemon Violet features the legendary Pokemon, Koraidon and Miraidon, respectively. These majestic creatures adorn the front covers of the retail versions of the games. The title logos are beautifully embellished with foil stamp-like designs that incorporate these legendary Pokemon as motifs. The packaging of the games has been meticulously designed to resemble the covers of ancient books, instilling a sense of intrigue and signaling the beginning of an exciting new story. Multiplayer Adventures Await Pokemon Scarlet and Pokemon Violet mark a significant milestone for the Pokemon franchise, as they are the first open-world RPGs in the series. Apart from the familiar elements of trading and battling Pokemon, players can now embark on thrilling multiplayer adventures. With the option to team up with up to four players, trainers can explore the diverse locations within the region of these games. This multiplayer feature adds a new level of excitement and encourages collaboration among players. New Characters and Pokemon Pokemon Scarlet and Pokemon Violet introduce players to two different professors in the game, depending on the version they choose. In Pokemon Scarlet, players will have the opportunity to meet Professor Sada, while in Pokemon Violet, they will interact with Professor Turo. Each professor is deeply involved in researching the unique lore that has been passed down in the region, providing players with valuable insights and guidance. Nemona – Your Reliable Guide Players will be accompanied by Nemona, an energetic and passionate Pokemon Trainer, on their exhilarating journey. With her sunny disposition and extensive experience in Pokemon battles, Nemona serves not only as a reliable friend but also as an invaluable guide. She will assist players in navigating the challenges they encounter along the way, ensuring that they make the most of their adventures. Introducing Pawmi – The Electric Mouse Pokemon Among the many never-before-seen Pokemon players will encounter, Pawmi stands out as an electrifying addition. This adorable creature possesses electric sacs in its cheeks, which it uses to generate electricity through friction. By rubbing its cheeks together, Pawmi charges up, ready to deliver an electrifying shock to any opponent it touches with the pads on its forepaws. Its furry body not only insulates it against the cold but also serves as a reservoir for storing electricity. Known for its cautious nature, Pawmi tends to rub its cheeks when feeling uneasy, preparing itself to discharge a powerful electric shock. – Category: Mouse Pokemon – Type: Electric – Height: 1′ – Weight: 5.5 lbs. – Ability: Static / Natural Cure Lechonk – The Herb-loving Hog Pokemon Lechonk, a unique Hog Pokemon, has a distinct preference for the most fragrant wild grasses and the richest Berries. Its refined taste in food has earned it an aroma resembling herbs that certain Bug-type Pokemon find unpleasant. When startled, Lechonk goes into a panicked charge, reacting swiftly to any threats. Although it may appear chubby at first glance, its body is predominantly composed of muscle, as it constantly roams in search of food. – Category: Hog Pokemon – Type: Normal – Height: 1’8″ – Weight: 22.5 lbs. – Ability: Aroma Veil / Gluttony Meet Smoliv – The Olive Pokemon Smoliv, an intriguing Grass/Normal-type Pokemon, possesses a unique ability that sets it apart. The oil that seeps from its head has an intensely bitter taste, making it unsuitable for consumption. However, this oil serves a defensive purpose. When startled or threatened, Smoliv squirts the oil at its opponent, slowing them down and creating an opportunity for a quick getaway. With a fruit-like structure on its head, Smoliv stores oil produced through photosynthesis. This remarkable feature enables Smoliv to survive for extended periods without the need to eat or drink. Smoliv thrives in dry and sunny climates and is often spotted basking in the warmth of the sun. – Category: Olive Pokemon – Type: Grass/Normal – Height: 1′ – Weight: 14.3 lbs. – Ability: Early Bird New Details about First Partner Pokemon The first partner Pokemon selection is always a crucial decision for trainers, shaping their journey from its inception. Pokemon Scarlet and Pokemon Violet present players with three captivating options: Sprigatito, Fuecoco, and Quaxly. Each Pokemon possesses its own unique characteristics and abilities, offering trainers diverse options for their initial companions. Sprigatito – The Captivating Grass Cat Pokemon Sprigatito is a playful and attention-seeking Pokemon that may sulk if it feels neglected. The act of kneading and rubbing its forepaws releases a sweet aroma, capable of captivating those in its vicinity. This aroma possesses therapeutic qualities and has the ability to disarm opponents, causing them to lose their will to battle. Sprigatito’s fluffy fur shares similarities with plants, enabling it to absorb sunlight and convert it into energy. Grooming itself adds moisture to its fur, facilitating its unique ability to photosynthesize. – Category: Grass Cat Pokemon – Type: Grass – Height: 1’4″ – Weight: 9 lbs. – Ability: Overgrow Fuecoco – The Relaxed Fire Croc Pokemon Fuecoco is a laid-back Pokemon that exudes a sense of tranquility. Known for its love of food, Fuecoco springs into action with unmatched speed when ent

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MTG Beginner Box Vs Starter Collection: Which Should New Players Buy?

MTG Beginner Box vs Starter Collection is one of the most useful product questions a new player can ask right now, mostly because the names sound related but the jobs are different. One product teaches you how to play. The other gives you a bigger pile of cards so you can start building decks. Mix those up, and your first purchase can feel either too shallow or way too messy. For the broader learning path, MTG Beginner Guide 2026: How to Start Playing Without Feeling Behind lays out the big-picture onboarding plan, and Which Magic: The Gathering Format Should You Start With Right Now? helps once you are deciding where to actually play after the rules click. The Beginner Box Is A Teaching Tool First The Beginner Box is built for learning, and Wizards is not subtle about that. It is designed to walk players through early games step by step. That matters because a lot of Magic products are technically playable by beginners, but not actually friendly to beginners. Those are different things. The Beginner Box uses themed Jumpstart-style packs, simple onboarding materials, and a setup that is clearly aimed at getting two people from zero to “okay, i think i get combat now.” It also comes with the kind of practical extras new players actually use right away, like playmats, how-to-play guides, and life counters. That makes it the better product for people in these situations: In other words, the Beginner Box is not trying to be your forever card pool. It is trying to make sure your first few games are not miserable. That is a very good thing. Too many new players buy product as if the first goal is “owning cards.” The first goal is understanding the game. Until that part is real, extra cards mostly create extra confusion. The Starter Collection Is Better Once The Basics Already Make Sense The Starter Collection does a different job. Instead of walking you through the rules, it gives you a larger stack of cards, basic lands, boosters, and a deckbuilding booklet so you can start making your own lists. That makes it more of a bridge product. It sits between “i just learned the game” and “i am ready to build with intention.” That difference is huge. The Starter Collection is stronger for players who already know: It is also better for people who get more excitement from deckbuilding than from tutorial structure. Some players are happiest once they can spread out a card pool on the table and start brewing. The Starter Collection is for that crowd. It also helps that the product is fairly substantial. You are not just getting a tiny sampler. You are getting a real base to start building from, plus some boosters, plus a deckbuilding guide. Wizards has also said Foundations stays in Standard until at least 2029, though some Starter Collection support cards are Commander-focused rather than Standard legal. That gives the product more runway than the average beginner purchase. So yes, there is a real case for it. Just not as the first thing for every single new player. MTG Beginner Box Vs Starter Collection Comes Down To Your Actual Situation This comparison gets much easier once you stop asking which box is “better” in the abstract. The real question is which box matches where you are. Buy the Beginner Box when learning the rules is still the main job. That includes players who have watched some videos, played a tutorial, or know what tapping lands means but still need a clean first paper experience. Buy the Starter Collection when the rules are already stable and the next step is building decks from a bigger pool. That is the cleanest way to split it. I think a lot of disappointment comes from buying the Starter Collection too early. New players open a big stack of cards and assume that means more value. Sometimes it does. But when the rules are not settled yet, more cards can just mean more paralysis. You end up sorting, reading, and guessing instead of playing. The reverse mistake happens too. Some players buy the Beginner Box when what they really want is deckbuilding freedom. In that case, the product can feel a little too guided. Not bad. Just too structured for the stage they are already at. What About Welcome Decks, Arena, And Magic Academy? This is where the product decision gets more interesting. Wizards has more than two lanes for new players now. As of April 2026, new mono-color Welcome Decks tied to Secrets of Strixhaven have been announced for participating WPN stores, and Wizards is also offering 60-card Theme Decks with that release. Magic Academy continues to exist as the official learn-to-play event path. And, of course, MTG Arena is still the cleanest solo learning tool for a lot of players. So the better question may be this: What kind of beginner are you? A totally solo beginner often does well starting on Arena first, then moving into the Beginner Box or an in-store learning path. A player with a friend at home does well with the Beginner Box almost immediately. A player who already understands the rules and just needs cardboard to start building is a better match for the Starter Collection. A local-store learner might not need either one first if Welcome Decks or Magic Academy already cover that first step. That is actually good news. It means there is less pressure to force one product to solve every problem. The Most Common Buying Mistakes The first mistake is skipping learning products and going straight to random boosters. Packs are fun. They are not a plan. New players who start there usually end up with a small pile of cards, a foggy idea of deckbuilding, and no real path from point A to point B. The second mistake is treating card count like the same thing as value. A bigger box is not automatically the better beginner purchase. Sometimes

How To Upgrade A Commander Precon Without Wasting Money

Last updated: April 10, 2026 The fastest way to waste money in Commander is to upgrade a commander precon by buying the loudest cards first. That feels fun for about ten minutes. Then you play the deck, miss land drops, do nothing on turn three, and die with a hand full of expensive “upgrades” that never got cast. A precon does not become better because the singles got pricier. It becomes better because the deck functions more often. For social context, Commander Brackets Explained for Regular Players is worth reading before you tune too hard, and MTG Custom Proxies for Commander: What to Personalize First is a nice follow-up once the deck actually feels like yours. Start By Figuring Out What The Deck Is Supposed To Do This sounds obvious, but it is where a lot of upgrade plans quietly fall apart. A precon usually has one clear center of gravity. Maybe it wants to make tokens. Maybe it wants to recur artifacts. Maybe it wants to pile counters on creatures. Maybe it wants to cast big splashy spells after a ramp-heavy start. Whatever the plan is, your first job is to name it in one sentence. Not three sentences. One. “This deck floods the board with tokens, then wins with anthem effects.”“This deck fills the graveyard and reuses value creatures.”“This deck ramps, copies spells, and closes with big turns.” Once you can say that clearly, cuts get easier. Cards that are merely “fine” but do not serve the plan become obvious cuts. A lot of stock precons include those cards on purpose. They need to be broad enough to play decently out of the box and interesting enough for a range of players. That means some slots are there for flavor, range, or variety, not because they are the most efficient thing possible. That is okay. It also means they are the first cards you should be willing to replace. Fix The Mana Base Before Buying Fancy Toys Nobody likes hearing this because lands are boring and splashy mythics are not. But the mana base is where smart upgrades start. When you upgrade a commander precon, the first real jump in quality usually comes from making the deck cast spells on time. Not from making the spells themselves more dramatic. That means looking at three things: A lot of precons can stand to lose their clunkiest lands first. Lands that always enter tapped and do very little else are common cut candidates. The same goes for cute utility lands that look fun but quietly make your opening hands worse. You do not need an absurdly expensive land package to improve a precon. You just need lands that let the deck play its first few turns without tripping over itself. Even budget-friendly duals, better color balance, and a cleaner count of basics can do real work. And here is the annoying truth. Those changes are not glamorous, but they show up every single game. That matters more than a single shiny finisher you draw once every four matches. Ramp And Card Draw Are Usually The Next Upgrades After mana, the next upgrade tier is almost always the engine package. That means ramp and card draw. Precons often include enough of both to function, but not always enough of the right kind. Some lists lean too hard on clunky four-mana ramp. Others give you card draw that is technically present but awkward, slow, or tied to board states you do not always have. Try to ask two questions: How soon does this deck start accelerating?How often can it refill after the first wave of plays? A good precon upgrade path makes both answers cleaner. For ramp, lower-cost options usually matter more than cute late-game burst. You want to spend early turns getting ahead, not casting a card on turn five that says you should have fixed your mana three turns ago. For card draw, repeatable engines usually beat random one-shot fluff. A deck that sees more cards finds its lands, removal, payoffs, and recovery pieces more consistently. That is how you stop a decent precon from running out of steam after one board wipe. I think this is one of the biggest differences between a stock list and a tuned casual list. Tuned decks do not just have stronger cards. They see more of the cards that matter, more often. Tighten The Removal, Not Just The Threats New Commander players love upgrading threats because threats are easy to notice. Bigger creature. Cooler legend. Nicer art. Cleaner story. Removal feels less exciting, so it gets neglected. That is a mistake. A better precon needs a tighter answer package. That means more cards that can remove the things that actually stop your deck from functioning. You do not need to jam the most ruthless interaction possible. But you do need enough of it, and it needs to be flexible enough to matter. That usually means improving: A precon with good threats and weak answers often feels strong only when it is already winning. A better-tuned list still has game when somebody else sticks the scary permanent first. And that is what real improvement looks like. More live draws, more recoverable games, fewer hands where you stare at the board and mutter, “well, that resolves, i guess.” Protect The Deck’s Actual Plan The next smart place to spend money is protection. Not every deck needs a huge protection suite, but most Commander decks benefit from some mix of protection spells, recursion, indestructible effects, counterplay, or ways to survive a wipe and rebuild. This matters even more when your commander is central to the deck. Some precons are basically commander-delivery systems. Without that card in play, the deck becomes a pile of medium cards pretending to be a strategy. When that is your list, protection is not a luxury upgrade. It is structural. The goal is not to become impossible to interact with. The goal is to stop losing the whole game because your

MTG Mulligan Rules Explained For Beginners And Commander

Last updated: April 10, 2026 MTG mulligan rules sound harsher than they really are. New players hear “go down a card” and assume a mulligan means something went wrong. But a mulligan is just part of starting a real game of Magic instead of pretending a bad opener is “probably fine” and then doing nothing for three turns. That is not courage. That is just losing slowly. For a broader new-player path, MTG Beginner Guide 2026: How to Start Playing Without Feeling Behind is a strong companion piece, and Best MTG Arena Modes for New Players in 2026 helps once you are learning on the client instead of at the kitchen table. How MTG Mulligan Rules Actually Work The current system is the London mulligan. In plain English, every time you mulligan, you draw back up to seven cards, then put a number of cards equal to your mulligans on the bottom of your library. So the first mulligan works like this: You draw seven.You do not like it.You shuffle it away and draw seven again.Then, after you decide to keep, you put one card on the bottom. Take another mulligan and you still draw seven, but now you bottom two after keeping. That keeps the process from feeling hopeless, because every new hand still starts at seven cards. You are choosing from a full opener, not staring at a six-card hand and praying. That matters more than people admit. Old mulligan systems could feel brutal. The London version is cleaner. It lets you look for a functional hand, not a fantasy hand, and that is an important difference. There is also one Commander wrinkle people often hear about in half-correct form. In multiplayer games, the first mulligan does not cost you a card. That means in a normal multiplayer Commander pod, your first mulligan is effectively free. You still reshuffle and redraw, but you do not bottom an extra card for that first one. After that, normal London mulligan math kicks in. That is why Commander mulligans often feel gentler than one-on-one Standard, Modern, or most other two-player games. They are gentler. At least at first. What A Keepable Hand Really Looks Like This is where beginners usually make the game harder than it needs to be. A keepable hand is not “a hand with my best card.” It is not “a hand with something cool.” And it is definitely not “a hand that might work if i topdeck exactly one Plains, one red source, and a miracle.” A keepable hand usually has four things: For a lot of decks, that means two to four lands, at least one early play, and access to your main colors. That is it. Nothing glamorous. Just functional. Here is the trap, though. A hand can have lands and still be bad. Five lands plus two expensive spells is usually not a keep unless your deck is built for that sort of nonsense. One land plus six amazing cards is usually still a mulligan. A hand full of cards you technically can cast, but in the wrong order, can also be a trap. MTG mulligan rules reward honesty. If your hand does not meaningfully function in the first few turns, send it back. Commander Mulligan Tips That Actually Help Commander players get into trouble because the format is slower and splashier. That makes people too forgiving. They keep hands like: “Three lands, but wrong colors.”“One land, but Sol Ring fixes everything.”“Two lands, no ramp, and every spell costs five.”“This hand is bad, but my commander is awesome.” That last one gets a lot of people. In Commander, your opening hand should answer a few boring questions before it gets to be clever: Can i make my first three land drops, or at least reasonably expect to?Can i cast ramp, draw, or setup pieces early?Do i have the colors that matter?Am i doing anything before the table has already pulled ahead? Because your first mulligan in multiplayer is free, you do not need to marry a sketchy seven. Use that rule. That is what it is there for. At the same time, do not abuse it by chasing a perfect opener. Commander players sometimes mulligan like they are trying to assemble a highlight reel. That is a good way to turn a decent hand into a desperate six. You are not looking for the nuts. You are looking for a hand that plays Magic. I think this simple Commander test works well: if your hand gives you mana, colors, and one useful thing to do in the first three turns, it is probably keepable. Not exciting. Keepable. That is enough. One-On-One Mulligans Need A Stricter Eye In two-player Magic, especially Standard or Arena, you usually need to be less sentimental. Games are faster. Punishment is quicker. Missing your second land drop or keeping a clunky hand gets exposed harder because there are fewer players to slow the pace and fewer turns for the table to reset the game for you. That means your one-on-one opener should care more about: A two-land hand can be fine. But it depends on what those lands do and what the rest of the hand asks of you. A two-land hand with cheap spells and a smooth curve is normal. A two-land hand where your third color matters on turn three and your first real spell costs four is not nearly as cute as it looks. This is also why beginners tend to learn good habits faster in formats like Standard. Mulligans, curve, and sequencing all matter in a more obvious way. Bad keeps get punished. Good keeps feel stable. The lesson arrives fast. For that bigger format question, Which Magic: The Gathering Format Should You Start With Right Now? helps sort out where those mulligan decisions matter most. The Biggest Mulligan Mistakes New Players Make The first mistake is keeping a bad seven because going to six feels scary. That fear is understandable. It is also wrong

Commander Brackets Explained for Regular Players

Commander brackets explained in plain English is something a lot of regular players needed way sooner than they got it. For years, pregame power conversations in Commander were built on vibes, optimism, and the famous “this is probably like a seven” line, which usually meant absolutely nothing. Then the game starts, one player is casting a goofy tribal deck, another player is tutoring on turn two, and now everybody is pretending they are still having a good time. That is the problem Commander brackets are trying to fix. Not rules confusion. Not deck legality in the usual banned-list sense. Just the very human problem of four people sitting down with wildly different expectations and calling it a match anyway. The short version is that the system is meant to give regular players better language. Not perfect language. Better language. And honestly, that already makes it more useful than the old 1-to-10 power scale. What Commander Brackets Are Actually Trying to Do If you strip away the rollout drama, Commander brackets are a matchmaking tool for expectations. That matters because Commander has always had a weird identity problem. It is casual, but people tune their decks hard. It is social, but people still want to win. It is full of splashy nonsense, but some nonsense is fun and some nonsense means three players stop participating while one player takes a five-minute turn. The bracket system gives that mess some shared vocabulary. Wizards has been pretty direct that this is not supposed to replace Rule Zero. It is supposed to make Rule Zero conversations less useless. That is a big difference. The brackets are not a judge call, and they are not a magic lie detector. If somebody wants to mislabel a deck, the system cannot stop them. But for regular players trying in good faith to find a fair pod, the brackets are a real improvement. And as of the February 2026 update, Wizards said adoption keeps growing in actual pregame conversations. That tracks with what a lot of players are seeing. Even if people do not remember every detail, they at least now have a more useful way to say, “this deck is basically a precon plus upgrades” or “this thing is not cEDH, but it is still coming for your throat.” The Five Brackets in Plain English Here is the version regular players actually need. Exhibition This is the super casual lane. Theme decks, flavor decks, goofy deckbuilding restrictions, and games where the point is more “look what i built” than “watch me assemble the cleanest win line.” If your deck is trying to tell a story more than optimize every slot, you are probably here. Core Core is the average modern precon neighborhood. This is where a lot of regular Commander lives. Decks function, have a plan, produce big turns, and absolutely try to win, but they are not built like a machine looking for the shortest route to the table’s misery. Upgraded This is where a lot of people actually sit, even if they do not love admitting it. These decks are stronger than average precons, more tuned, and more intentional. Your mana is better. Your card quality is tighter. Your deck is doing the thing on purpose. But you are not fully in no-restraints territory. Optimized Now we are in high-power Commander. Faster starts, stronger tutors, cheap combos, and much less patience for clunky pet cards. If your deck is built to fire on all cylinders and you are not really making sentimental cuts anymore, this is probably your lane. cEDH This is not just “very strong Commander.” It is Commander with a competitive mindset. The metagame matters. Card choices are ruthlessly defended. The game is being approached like an actual competitive environment, not just a spicy casual pod. That last distinction matters more than people think. One of the best things the system did was admit that “high power” and “cEDH” are not automatically the same thing. cEDH is a great place to use mtg proxies by the way. What Game Changers Actually Mean Game Changers are the part people obsess over because they are easy to count. The idea is simple. Some cards have such a strong effect on the shape of a Commander game that they deserve special attention even if they are not banned. These are not just “good cards.” They are cards that warp expectations, accelerate too hard, tutor too cleanly, or create play patterns a lot of casual tables actively do not enjoy. That is why the list matters. In practice, the easiest way to think about it is this: Brackets 1 and 2 do not want them. Bracket 3 can include a small number of them. Brackets 4 and 5 are where they stop being a special warning and start being part of the furniture. What catches people off guard is that Game Changers are not the whole system. You cannot just count them and call it a day. Wizards was explicit about that. A deck with zero Game Changers can still belong in a higher bracket if the deck is obviously built to run hot. And a weird theme deck with one unusual card might still belong lower if the table is fine with it and the intent is casual. That is why the brackets work best as language, not math homework. How to Use Commander Brackets at a Real Table This is the part that matters most, because regular players are not writing policy documents. They are trying to start a game. A good bracket conversation does not need to be long. It just needs to be honest. “This is Core, basically a precon with a cleaner mana base.” “This is Upgraded, no fast combo but definitely stronger than a stock precon.” “This is Optimized, lots of tutors, game can end fast.” That is already more useful than “it is like a seven, maybe a seven-and-a-half if i draw well.” You also do not need to