May 12, 2023

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Record of Ragnarok: Round Winners and Losers

Welcome to Game Revolution’s latest article covering the anime Record of Ragnarok. For those who are unfamiliar with the show, it’s an adaptation of the manga series of the same name, created by Shinya Umemura, Takumi Fukui, and Ajichika. The series is produced by Graphinica and directed by Masao Okubo, with animation by Japanese studios V1 Studio and Graphinica. The plot centers around a group of gods who decide to end humanity, believing that we have outlived our usefulness. Only by winning a series of one-on-one battles between gods and humans can the fate of humanity be decided. The series is an action-packed thrill ride filled with intense battles, moral dilemmas, and surprising twists. In this article, we will explore the Record of Ragnarok anime and provide a detailed analysis of the winners, losers, and details of each round so far. By the end of this article, you’ll have a better understanding of the series, the characters, and the intense battles that take place. So let’s dive in and explore the world of Record of Ragnarok. Round 1 Victors and Losers The Record of Ragnarok anime has pitted humans against gods in a tournament to decide the fate of humanity. The first round of the tournament showcased thrilling battles between gods and humans, with some surprising results. Here is a recap of the battles that took place during the first round: Thor vs. Lu Bu Zeus vs. Adam Poseidon vs. Kojiro Sasaki Buddha vs. Lightning McQueen Loki vs. Jack the Ripper The battles featured intense action with fighters demonstrating their unique skills and godly powers. The outcomes of the fights were different than what fans expected. Thor struck Lu Bu with his Mjolnir, sending him flying out of the arena, but Lu Bu counter-attacked and nearly won. Zeus and Adam went toe-to-toe, but Adam used his intelligence to figure out Zeus’ weaknesses and ultimately emerged as the winner. Poseidon seemed to have an easy victory over Kojiro but ultimately lost due to a dark secret. Buddha annihilated his human opponent in a quick and ruthless battle. Meanwhile, Loki used his illusions to defeat Jack the Ripper. The Round 1 victors showed impressive powers and skills, but the battles also revealed that the humans could challenge the gods. The audience was on edge as both gods and humans demonstrated their strengths, and it was nearly impossible to predict who would come out on top. The results certainly raised the bar for the upcoming rounds and promised more exciting battles. The first round of Record of Ragnarok was just the beginning, and there were many more twists and turns to follow. Round 2 Victors and Losers In the second round of the tournament, the stakes were higher, and the battles were more intense. The gods and humans put everything on the line to secure their place in the next round. Let’s take a look at the winners and losers of round 2. Recap of the battles: – Thor vs. Lu Bu: In one of the most epic battles of the tournament, Thor managed to emerge as the victor. Despite Lu Bu’s impressive strength, Thor proved to be too much for him to handle. – Zeus vs. Adam: Adam put up an excellent fight against Zeus, but in the end, Zeus’s mastery of lightning proved to be unbeatable. – Buddha vs. Sasaki Kojiro: In a surprising turn of events, Buddha managed to defeat Sasaki Kojiro in a battle of the blades. – Poseidon vs. Shiva: In an intense and evenly matched fight, Poseidon was ultimately able to come out on top and secure his place in the next round. Analysis of the Winners and Losers: – Thor’s victory against Lu Bu was not unexpected, given his status as one of the strongest gods in the tournament. However, Lu Bu’s valiant efforts were highly appreciated by the audience. – Zeus’s victory against Adam was also not surprising, as Zeus was always expected to be one of the toughest opponents. Adam put up an excellent fight, demonstrating his strength and resilience. – Buddha’s victory against Sasaki Kojiro was one of the most unexpected outcomes of the entire tournament. Despite Sasaki’s impressive swordsmanship, Buddha proved to be a better fighter. – Poseidon’s victory against Shiva was evenly matched, with both fighters demonstrating their immense strength and power. However, Poseidon managed to get the upper hand in the final moments, securing his place in the next round. In conclusion, round 2 of the Record of Ragnarok tournament was full of action and suspense. The battles were intense, and the victors and losers provided plenty of surprises. Round 3 promises to be just as exciting, with even tougher battles on the horizon. Round 3 Victors and Losers Round 3 of the Record of Ragnarok tournament is known for being one of the most intense and exciting rounds yet. As we move deeper into the competition, the fights become increasingly fierce, and the stakes become higher. In round 3, the gods and humans battled it out in epic showdowns. Some of the most notable fights include Poseidon vs. Sasaki Kojiro and Anubis vs. Okita Souji. These battles were exciting to watch, and each fighter gave everything they had. Ultimately, in Round 3, the humans failed to secure a single victory. All four fights resulted in victories for the gods, marking a significant change in the tournament’s momentum. Despite the humans’ valiant efforts, it seems that their lack of experience and strength may have caught up with them in Round 3. Meanwhile, the gods continue to dominate the tournament with their immense power and experience. The winners of Round 3 are: – Poseidon – Anubis – Shiva – Bishamonten With the gods continuing to dominate, there is increasing pressure on the human fighters to turn the tide of the tournament. As we move into the later rounds, the tension is high, and the competition is undoubtedly going to become even more intense. Stay tuned for our upcoming section, where

E3 2000 Awards (no specific game mentioned) Retro Video Review

In the year 2000, the Electronic Entertainment Expo (E3) was held and presented many new and exciting video games. The E3 2000 Awards ceremony honored the industry’s most thrilling games and developers, thereby unveiling new directions and possibilities in the video game industry. In this article, we will be taking a closer look at the overview, history, and review of Retro Video Games. Retro gaming has gained a lot of popularity, with old games and consoles sustaining a loyal fanbase. Alongside the advancement of technology, retro games have undergone significant design and development changes, leading to newer games. In this article, our core focus is on E3 2000 Awards and primarily on reviewing gameplay, graphics, story, sound design, replayability, and difficulty of the retro games. Let’s delve into the world of retro gaming and witness how these games have come a long way. Historical Background Retro video games have been around for decades, and their influence can still be seen in the modern video game industry. From arcade classics such as Pac-Man and Space Invaders to home consoles like Atari and Nintendo, retro gaming has a long and storied history. The first retro video game, Spacewar!, was created in 1962 by Steve Russell at MIT, but it wasn’t until the 1970s and 1980s that retro gaming began to gain widespread popularity. Home consoles like Atari’s 2600 and Nintendo’s NES dominated the market, bringing classic games like Donkey Kong, Super Mario Bros., and The Legend of Zelda into living rooms across the world. As the gaming industry grew, so did the sophistication of game design. Developers began to experiment with new technologies and gameplay mechanics, creating revolutionary titles like Metroid, Mega Man, and Final Fantasy. With the advent of the CD-ROM, games were able to incorporate high-quality soundtracks and full-motion video, adding a new dimension to the gaming experience. Retro video games played a significant role in popular culture, inspiring movies such as TRON and producing a litany of merchandise from clothing and toys to lunchboxes and bed sheets. Retro gaming has also spawned a large and dedicated fan community, with conventions and events dedicated to celebrating classic games and hardware. Understanding the history and growth of retro gaming is crucial for appreciating its continued impact on the modern video game industry. By studying the development and evolution of these classic titles, we gain insight into the origins of many of the gameplay mechanics, technologies, and design philosophies that are still in use today. Gameplay When discussing Retro Video Games, it is essential to talk about gameplay. Gameplay refers to the interactive and challenging elements that make a game engaging for the player. In Retro Video Games, gameplay is often focused on providing a fun and rewarding experience for players. The gameplay design in Retro Video Games varies from genre to genre. For example, platformers, such as Super Mario Bros., focus on the player’s ability to control a character’s movement and jumping abilities to reach their objectives. On the other hand, Role-playing games (RPGs), like The Legend of Zelda, offer players a rich storyline, combat, and progression through multiple levels. Factors that affect gameplay in Retro Video Games include controls, level design, difficulty, and player choice. Controls are essential as they influence a player’s ability to interact with the game world and complete objectives. Level design and difficulty impact the player’s entertainment and skillset. Lastly, player choice provides a sense of autonomy and freedom that allows players to personalize their gaming experience. When it comes to Retro Video Games, examples with unique gameplay include Donkey Kong, which focuses on climbing and avoiding obstacles, and Pac-Man, which involves navigating a maze and devouring pellets while avoiding ghosts. Overall, the gameplay element of Retro Video Games continues to influence modern game development. Retro games pave the way for developers to build upon game mechanics that work and improve on the elements that don’t. Graphics When we talk about graphics in Retro Games, we are referring to the art style, design, and detail of the game’s visuals. Graphics in Retro Games use 8-bit and 16-bit pixel art to display images on the screen. Although some people may view the graphics in Retro Games as outdated, the design, and style are still popular and well-loved by many players. The graphics design in Retro Games was limited by technology and hardware at the time. Despite that limitation, game developers had to achieve high-end graphic standards within hardware constraints. Developers got creative and used innovative design techniques to compensate for the hardware limitation. The result was unique, interesting graphics, often with vibrant colors and contrasting palettes. The graphics in Retro Games had factors that significantly influenced its design. One of the significant factors that impacted the graphics design was the hardware technology available. The hardware limitation was an essential factor that developers had to consider because without that hardware, they couldn’t produce specific graphic styles or effects. The graphics in Retro Games in the ’80s and ’90s were rarely detailed but still managed to capture the eye-catching details of different environments and characters within a game. The unique graphics of old games like Super Mario Bros. and Legend of Zelda established their character and contributed to their success. In conclusion, Retro Games graphics design is still popular and well-loved despite being outdated. The Hardware limitation at the time influenced the graphic design, resulting in unique and innovative graphics. Retro Games like Super Mario Bros. and Legend of Zelda exemplify the best graphics design in Retro Gaming. Sound Design Sound design is an essential factor that has made Retro video games a remarkable piece of art. It refers to the use of audio effects and soundtracks in games to enhance gameplay experience. With the available sound technologies of the time, Retro video games’ sound was an interesting but relatively simple affair. Despite that sound design in Retro games was limited, developers worked hard to create sound and music that complemented the gameplay. Often, Retro games relied on

WCW Mayhem | Retro Video Game Review

Welcome to our article on WCW Mayhem, a classic wrestling game in the Sony Retro Video Games collection. Released in 1999, WCW Mayhem was developed by Electronic Arts and created for PlayStation consoles. The game held high expectations as one of EA’s early wrestling titles, and it quickly found success among wrestling and video game enthusiasts. Nearly twenty years on, we’re taking a closer look at WCW Mayhem to assess its gameplay, graphics, storyline, sound design, replayability, and level of difficulty. With our in-depth analysis, we will provide an expert evaluation of the game and assign it a final score. Through this article, we hope to provide you with a comprehensive overview of WCW Mayhem, its relevance in the video game industry, and the history of Sony Retro Video Games. Join us as we take a trip down memory lane and explore the classic wrestling game that captured the hearts of so many. Gameplay The gameplay is the heart of any video game, and WCW Mayhem does not disappoint. The game features fast-paced action, with plenty of signature wrestling moves, some of which are unique to certain characters. With a roster of over 50 wrestlers, each with their unique movesets and abilities, players will never run out of fresh combat tactics to explore. The gameplay mechanics are intuitive and easy to learn. Players can perform moves like punches, kicks, throws, and grapples with simple button inputs. Additionally, the game features environmental and contextual interactions, adding to the immersive gameplay experience. The performance of the gameplay is commendable. The controls are responsive and smooth, resulting in seamless combat animations. The game’s pacing is balanced, with matches lasting an average of 10 to 15 minutes, providing an adequate challenge to players. Compared to other wrestling games of the era, such as WWF Attitude and WCW/nWo Revenge, WCW Mayhem stands out due to its fluid gameplay mechanics and extensive roster. While both games have their unique gameplay features, WCW Mayhem provides a better-balanced experience with more options for players to enjoy. In summary, WCW Mayhem’s gameplay is engaging and easy to pick up, with plenty of depth for players to explore. The game’s mechanics and performance make it an excellent addition to any retro wrestling game fan’s collection. Graphics WCW Mayhem’s graphics quality and design were impressive for its time. During the late ’90s, wrestling games were known for their subpar graphics, but Mayhem broke the mold with its improved graphics engine. The visual elements in Mayhem were certainly noteworthy. The character models were well-detailed, and the wrestling moves looked real. The audience in the game was animated, which gave it a more authentic feeling, and the pyrotechnics in the game made it look like a real wrestling ring. All in all, the graphical design of Mayhem was definitely one of its strengths. Compared with other wrestling games of the era, Mayhem outshone many of them in terms of graphics. The WCW brand had a lot of influence on the game’s look and feel, as it utilized the television graphics from the actual show. In contrast, the WWF (now WWE) titles from the same era were known for being drab and lifeless. Mayhem stood out among all of them as a visually distinct and detailed game. WCW Mayhem Story Review WCW Mayhem, a wrestling game launched by Electronic Arts in 1999 for the Sony PlayStation console, had an interesting story that aimed to add a unique flavor to the game. The game’s storyline had players take on the role of one of the 50 WCW wrestlers in their rise to championship glory. The game’s plot had its merits, with players trying to get the attention of a rival wrestling promotion and secure a career-defining match against their champion wrestler. WCW Mayhem used a medium of video montages to retell a few iconic WCW rivalries and lead-ins. Additionally, the game’s developers tried to emulate the feel of wrestling promotions, including putting together segments before and after matches, such as interviews and video clips, to immerse players in the world of WCW wrestling. The story’s coherence, however, could have been better. Although the game’s overall plot made sense, the singular storylines surrounding individual wrestlers were a bit weak. The player’s character seemed to be the only wrestler whose path had any weight behind it. In terms of comparison to other wrestling games of the era, WCW Mayhem fell short of the gold standard of the time, WWF Smackdown! 2: Know Your Role, whose story and plot were more compelling and thorough. Nevertheless, WCW Mayhem scored points for its use of documentary style video montages, an excellent technique to draw in the player and immerse them into the world of WCW wrestling. In conclusion, while the story of WCW Mayhem was interesting, it fell short concerning coherence and justification for the storylines of side-characters. Moreover, to be measured up against the competition, WCW Mayhem lacked a certain depth and thoroughness to its plot. Sound Design When it comes to video games, sound design is a critical element that can make or break the overall experience. In WCW Mayhem, the sound design is an integral part of the game’s success. The sound effects are authentic, immersive, and match perfectly with the gameplay mechanics. Additionally, the soundtrack perfectly fits the game’s theme and style, adding a layer of excitement to the player’s experience. The voice acting in WCW Mayhem is also well-executed, with each wrestler having their unique voice lines. The voice actors have done an excellent job of portraying their respective characters, which adds to the game’s overall charm. The sound design in WCW Mayhem is top-notch, contributing significantly to the game’s immersion and adding to its replayability. When compared to other wrestling games of the era, such as WWF Attitude and WCW/nWo Revenge, WCW Mayhem’s sound design outperforms its competitors. Its sound effects, soundtrack, and voice acting are superior in terms of quality and contribute significantly to the game’s success. Overall, the sound design in

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Best MTG Arena Modes for New Players in 2026

MTG Arena modes for new players can feel like a bad menu joke the first time you open the client. You log in and Arena starts throwing buttons at you like it assumes you already know the difference between Jump In, Quick Draft, Standard, Brawl, Alchemy, and whatever event is glowing today. If that sounds familiar, good. You are normal. The good news is that you do not need to learn every queue. You need to pick the few that actually teach you the game without draining your gold, your patience, or your will to live. In my opinion, the best beginner path on Arena is still pretty simple: learn with starter decks, use Jump In to feel real deck synergy, try Quick MTG Draft when you want reps, and settle into Standard if you want one main format. If you want a broader onboarding path beyond the client, our MTG Beginner Guide 2026 fills in the bigger picture. Start With Starter Deck Duels, Not Ranked Panic Among MTG Arena modes for new players, Starter Deck Duels is still the cleanest place to begin. It is not fancy, and that is exactly why it works. When you are brand new, the hardest part of Magic is not just the rules. It is separating your mistakes from your deck’s mistakes. Ranked Standard does not help with that. If you lose there, you may have misplayed, built poorly, mulliganed badly, or simply run into a tuned list with a cleaner curve than yours. That is a lot of noise. Starter Deck Duels strips out a lot of that noise. You are using prebuilt decks. Your opponents are usually on the same general level. The games teach sequencing, combat, mana usage, and the basic question every Magic turn asks: what matters right now? That sounds small, but it is huge. New players often want to graduate out of these decks too fast because they look temporary. But they are doing real work. They teach you what a control deck feels like when it is behind. They teach you what aggro actually means beyond “play creatures.” They teach you why some hands look fine and still lose because the order is wrong. And that is the whole point. Arena’s training wheels are not glamorous, but they save you from learning the wrong lessons first. Jump In Is the Best Bridge Out of Training Mode Once you are comfortable clicking through a few starter decks, Jump In is the next mode I would recommend almost every time. Jump In is great because it gives you a half-step toward deckbuilding without asking you to build from scratch. You pick themed packets, mash them together, add lands, and play. That means you start seeing actual synergies and archetypes, but you are not staring at a blank deckbuilder wondering why your blue-white pile somehow has six cards that all cost five mana. This is one of the best MTG Arena modes for new players because it teaches pattern recognition. You start noticing that some decks want to curve out and attack. Some want to stall and fly over. Some want graveyard value. Some want sacrifice loops. You get the feel of a plan before you are asked to invent one. It also helps that Jump In is low stress. There is less of that “i paid currency for this so now every mistake hurts more” feeling. You are playing real Magic, but in a softer lane. That matters more than people admit. If you are the kind of player who likes to learn by seeing a bunch of deck shells first, Jump In might be the most useful queue on the whole client. Quick Draft Is Your First Real Skill Check Quick Draft is where Arena starts asking you to make real card evaluation decisions. That sounds scary, but it is actually why I like it for beginners. Compared with Premier Draft or more expensive event structures, Quick Draft is the mode that lets you learn Limited without feeling like every bad pick was a financial event. You draft against bots, build a 40-card deck, keep the cards you take, and play until you hit your win or loss cap. It is still real drafting. It just gives you a slightly softer landing. That softer landing matters because early Draft mistakes are incredibly predictable. New players take expensive cards too highly. They force colors too soon. They underrate removal. They forget their mana curve. They build 43-card decks because cutting cards feels emotionally illegal. Quick Draft gives you room to make those mistakes and then laugh at them later. I also think Quick Draft teaches core Magic faster than some constructed queues do. You learn when to race, when to trade, when to splash, when to stop being cute and just play the efficient creature. You stop asking whether a card is “good” in the abstract and start asking whether it is good in this deck. That is real progress. If you want one early mode that builds actual skill, Quick Draft is probably it. Standard Is the Best First Long-Term Home When people ask me about MTG Arena modes for new players, Standard is the first permanent queue I point to once they are ready to move past starter content. There is a reason for that. Standard is the cleanest mix of normal one-on-one Magic, readable deckbuilding, current card pools, and steady support. It is easier to find decklists. Easier to understand legality. Easier to use the cards you keep seeing in current releases. Easier to carry what you learn from one session into the next. And right now, Standard has one extra thing going for it. 2026 is an unusually friendly entry point. Usually, new players worry about rotation timing and whether they are joining at the wrong moment. But this year is not as awkward as that old pattern made it feel. So if you want to plant your flag in one place, Standard

Which Magic: The Gathering Format Should You Start With Right Now?

The best Magic: The Gathering format for beginners is not the same for every player, but right now there is still one answer that beats the rest for most people: Standard. I know that is not the sexiest answer. Commander is louder. Draft feels smarter. Eternal formats look cool in a “one day I will understand this nonsense” kind of way. But if you want the cleanest actual start, Standard still wins. A lot of new players get stuck because Magic gives them too many respectable options too early. Friends say Commander. Arena says Draft. Somebody online says just buy a precon. Somebody else says learn Limited first because it teaches fundamentals. The annoying part is that all of them are kind of right. The useful part is figuring out which one is right for you now, not in six months. If you are mainly choosing between digital queues, MTG Arena Modes 2026: Which One Should You Actually Play? breaks down the client side in more detail. Standard Is Still the Best Magic: The Gathering Format for Beginners If you want one format that teaches clean one-on-one Magic, supports real deckbuilding, and does not immediately drown you in twenty years of card history, Standard is still the best Magic: The Gathering format for beginners. Why? Because it is readable. Standard uses recent sets. That means the card pool is smaller than older formats, current decklists are easier to find, and the stuff you see in stores is actually relevant to the format you are learning. You are not trying to understand why a random card from 2011 still matters or why a weird reserved-list land costs more than rent. It also teaches the fundamentals that carry almost everywhere else. Curve. Tempo. Removal timing. Sideboarding. Mulligans. Threat assessment. Resource trading. Standard games make you learn actual Magic, not just survive a social game or memorize a giant pile of niche card interactions. And right now there is another reason Standard looks especially good. This is a cleaner timing window than usual. Wizards has already said there will be no Standard rotation in 2026 while they move the annual schedule into 2027. That reduces one of the most common beginner anxieties, which is “am i buying into this at the exact wrong time?” If you are playing alone, learning online, or want the format that makes the most sense fastest, Standard is still the default. Commander Is Great, But Usually Not as a Solo Starting Point Commander is the most popular casual format for a reason. It is expressive, social, replayable, and full of personality. You get one commander, one deck, one table, and a lot of stories. That part is real. But Commander is usually not the best self-serve tutorial. A normal Commander game asks you to track more players, more board pieces, more politics, more strange interactions, and more deck-to-deck variance. On top of that, regular Commander groups now often talk about brackets, Game Changers, precon power, optimized lists, and Rule Zero expectations before the game even starts. None of that is impossible for a new player. It is just extra friction. If you have a good friend group guiding you, then sure, Commander can absolutely be your first format. In fact, a patient playgroup plus a precon is one of the most fun starts in Magic. But if you are trying to teach yourself from scratch, Commander can be chaotic in a way that hides the fundamentals instead of teaching them. So my opinion is pretty simple. Start with Commander if your friends are doing the work with you. Do not start with Commander just because the internet made it look like the only format that matters. Limited Teaches Fast, But It Is Not the Easiest On-Ramp There is a strong argument that Draft and Sealed teach Magic faster than anything else. And honestly, that argument is not wrong. Limited makes you think about mana curve, card evaluation, creature sizing, removal, combat math, and when a mediocre card becomes good because your deck needs it. You learn quickly because you cannot hide behind a polished netdeck. The deck is yours, and its mistakes are also yours. That is great for growth. It is not always great for comfort. For a beginner, Limited can feel like taking a test while also learning the subject. You are building and piloting at the same time. That is a lot. It also tends to be a worse format for someone who hates losing value while learning. A bad Draft can feel educational. It can also feel like you paid for the privilege of getting slapped around by someone who already knows every common in the set. So should you learn through Limited? Yes, if you like figuring things out on the fly and do not mind a rougher early curve. If you want the smoother start, Standard is easier to live with. Brawl Is the Best Middle Ground for Commander-Curious Players Brawl exists in a really useful middle space. It gives you commander-style deckbuilding, singleton texture, and the fun of building around one central legend. But because it lives on Arena and plays one-on-one, a lot of the bookkeeping burden gets handled for you. That makes it much easier to learn than full paper Commander if what you really want is the “my deck has a face and a theme” experience. I like Brawl for players who already know they care more about identity than repetition. Maybe you do not want to grind mirrors in Standard. Maybe you want your deck to feel like your deck every time you queue. Brawl is very good at that. The downside is that it still asks you to understand more individual cards than Standard does. Singleton formats do that. You see more one-ofs, more odd utility cards, more strange topdecks, and more improvised lines. That makes the games fun. It also makes them less beginner-clean. So if Standard feels a bit too plain and Commander

Are There Good Vampiric Tutor Proxies for MTG?

Yes. There are good proxy options for Vampiric Tutor. But most players are not really asking whether a proxy exists. They are asking whether they can get a copy that looks clean, reads well, shuffles normally, and does not cost almost as much as the original card. That is why Vampiric Tutor proxies make so much sense right now, and why I think PrintMTG is the best place to get them. Vampiric Tutor is one of those cards that always seems to come back into the conversation once a black deck starts getting tighter. It is cheap to cast, instant-speed, and it finds exactly what you need. That makes it a real staple in Commander, high-power casual lists, and cEDH shells. The issue, of course, is price. Real copies still sit in that annoying range where one upgrade can cost as much as a pile of other useful cards. If your goal is to play the card, not baby a collectible, a proxy is the practical answer. Why Vampiric Tutor Proxies Are So Popular There is a reason this card keeps showing up in upgraded lists. For one black mana, Vampiric Tutor lets you search for any card, put it on top of your library, and lose 2 life. That is a tiny cost for a huge amount of flexibility. Need a combo piece? Get it. Need a board wipe next turn? Get it. Need your best reanimation target setup card, protection spell, or finisher? Same answer. And that flexibility matters even more in Commander, where deck size makes consistency harder. A one-mana tutor turns your deck into a much more reliable machine. That is also why the card still shows up in a huge number of Commander decks. It is not a narrow tribal card or some weird niche tech piece. It is just broadly strong. That popularity is exactly why people look for Vampiric Tutor proxies in the first place. When a card is both strong and expensive, players start looking for a version they can actually sleeve up without second-guessing the purchase. What Makes a Good Vampiric Tutor Proxy Not all proxies are equal. Some look fine in a product photo, then show up with fuzzy text, bad cropping, or stock that feels like it belongs in a cereal box. That gets old fast. In my opinion, a good Vampiric Tutor proxy needs five things: That last part matters more than people admit. You are going to see this card a lot. If you love old border, you should print an old-border version. If you want a clean Commander Legends look, do that. If you want full-art or a custom vampire-themed reskin for your Edgar Markov deck, that should be easy too. A lot of cheap routes fall apart on one of those points. Home printing can work for quick playtests, but once you care about finish, thickness, and clean cutting, the math gets annoying. Ink is not free. Cardstock is not free. And one crooked cut later, the “cheap” option suddenly feels less cheap. Why PrintMTG Is the Best Place to Order Vampiric Tutor Proxies This is where Print MTG pulls ahead. First, the workflow is simple. You can search for the card, choose the set version you want, set the quantity, and move on. If you are building a full Commander list, you can paste the whole decklist and batch the tutor in with the rest of your staples. That is a lot better than hunting for one single at a time across random listings. Second, the materials are actually built for table use. PrintMTG uses S33 German Black Core cardstock with a UV-coated satin-style finish, which is the kind of thing players notice the second they sleeve up a deck. The cards feel more like real game pieces, not throwaway placeholders. Third, PrintMTG is strong on price. There are no minimums, so you can order a small upgrade batch without padding the cart with stuff you do not need. And once you start adding more staples, the per-card pricing drops fast. That matters because almost nobody stops at just one tutor. Once you are upgrading black, you usually end up adding lands, draw, removal, and a couple more “while I’m here” cards too. Fourth, you are not boxed into one look. If you want a normal readable version, you can print that. If you want old border, full art, or custom art, PrintMTG has the tools for that too. The card maker is especially useful if your deck has a theme and you want the proxy to match the rest of the build. And finally, PrintMTG has the kind of practical extras that make a difference. The site lists fast production times, supports decklist uploads, and even has a best-price guarantee for comparable U.S. orders. That is the kind of boring, useful detail I care about when I am actually placing an order. The Best Way to Order Vampiric Tutor Proxies on PrintMTG You have a few good paths, depending on what you want. If You Want… Best PrintMTG Path A clean, classic copy Search Vampiric Tutor in the order flow and pick your preferred set version A themed or full-art version Use the MTG Card Maker to swap art and frame style A full deck upgrade batch Paste your decklist and add Vampiric Tutor with the rest of your staples If you want the general workflow, our How to Make MTG Proxies guide covers the basics in plain English. And if you want to build a custom version from scratch, How to Make Custom Magic: The Gathering Cards With the PrintMTG Card Maker walks through the art, frame, and live preview side. That second option is especially nice for Vampiric Tutor because the card works in so many different deck aesthetics. A clean black frame works. A retro old-border version works. A full-art spooky reskin also works. This is one of those staples that can look as serious or as dramatic as

Yawgmoth’s Will Proxies: 4 Good MTG Options

Some cards feel powerful. Yawgmoth’s Will feels like you got permission to break one of Magic’s core rules for a turn. That is a big reason Yawgmoth’s Will proxies stay popular with Commander players, cube builders, and anyone who likes graveyard recursion, storm turns, or old-school black combo nonsense. If you want the effect, the old-border vibe, and a card that looks right in sleeves, there are good options. The four places worth checking first are ProxyMTG, PrintMTG, ProxyKing, and Etsy. Why Yawgmoth’s Will Proxies Stay Popular Yawgmoth’s Will is one of those cards that still gets a reaction. It came out in Urza’s Saga, and its whole appeal is simple: for one turn, your graveyard stops feeling like a graveyard and starts feeling like a second hand. That kind of effect scales fast. One cheap spell becomes two. A setup turn becomes a combo turn. And a messy board state suddenly looks very fixable. That is why Yawgmoth’s Will proxies are not just for one type of player. Some people want one for a high-power Commander deck. Some want it for a cube update. Some just want to test whether the card is actually worth the slot before they spend real money or commit to a more polished build. I think that last group is bigger than people admit. It also helps that Yawgmoth’s Will has a very recognizable look. The old border, black frame, and Urza’s Saga styling are part of the charm. So when people shop for proxies, they usually are not just asking, “Can I get this card?” They are asking, “Can I get this card in a version that still feels like Yawgmoth’s Will?” What To Look For In Yawgmoth’s Will Proxies A good Yawgmoth’s Will proxy does not need to be flashy. It needs to be clean. The black frame should not look muddy. The text should stay sharp. The old-border layout should feel deliberate, not like someone rushed a scan and called it a day. Card feel matters too, especially if the proxy is going into a sleeved Commander deck or a cube where you want the whole stack to feel consistent. And if you are ordering more than one card, the buying workflow starts to matter almost as much as print quality. A simple one-card checkout is great for singles. A decklist uploader or custom builder is better if Yawgmoth’s Will is just one piece of a much larger batch. That is really the split between the four best options here. ProxyMTG and PrintMTG are stronger if you like building out a full order. ProxyKing is easier if you want a ready-made single. Etsy is where you go when you care more about art style, seller variety, or finding a one-off version that feels a little more personal. ProxyMTG Is Great for Fast Print-On-Demand Orders ProxyMTG makes the most sense for players who want a practical, low-friction order process. Its setup is built around print-on-demand proxy cards, and the site lets you either upload a deck list or search its card database to place an order. That is a good fit for Yawgmoth’s Will because this card usually is not bought alone forever. Today it is Yawgmoth’s Will. Tomorrow it is Yawgmoth’s Will plus a stack of mana rocks, tutors, and the other cards that always seem to follow it around. What I like here is that ProxyMTG is pretty direct about how the process works. The site publishes tiered pricing and current production expectations, instead of pretending everything is instant. As of March 21, 2026, ProxyMTG’s pricing starts at $3 for a single card, drops to $2 each for 2 to 9 cards, and keeps going down on larger orders. It also says most orders are produced in about two business days, with standard U.S. delivery often landing in roughly 5 to 9 business days total. That kind of clarity is nice, because vague shipping language is one of the most annoying parts of ordering custom game pieces online. ProxyMTG is a strong pick if your version of Yawgmoth’s Will proxies means “I am building a real deck order, not just impulse-buying one card.” It is also a good option if you want a shop that feels set up for repeat use. Upload list, tweak order, move on. No arts-and-crafts energy required. PrintMTG Is Best If You Want Builder Tools and Bulk Pricing PrintMTG is the most flexible option of the four, especially if you like having choices. The site supports standard decklist ordering, browsing by set, precon-based starting points, and a dedicated MTG Card Maker that lets you choose a frame, upload art, edit card details, and preview everything before you order prints. If someone wants a classic old-border Yawgmoth’s Will, that is easy. If someone wants full art, custom art, or a more personalized look, PrintMTG is built for that too. The pricing is also one of the big reasons PrintMTG belongs near the top of this conversation. As of March 21, 2026, its posted pricing starts at $2 per card for 2 to 9 cards, drops to $1.50 for 10 to 49, $1.00 for 50 to 99, and keeps falling for larger batches. For people who are not just ordering one proxy, that matters a lot. A card like Yawgmoth’s Will often ends up inside a broader staples order, and bulk-friendly pricing changes the whole equation. PrintMTG also publishes a pretty clear turnaround estimate. Most U.S. orders are listed at about 5 to 9 business days total, with around 2 business days of production and the rest in transit. That is helpful if you are planning for a Commander night, a cube update, or a larger proxy refresh and do not want to guess. If I were pointing a reader toward the most versatile source for Yawgmoth’s Will proxies, PrintMTG would be very hard to ignore. It is the best fit for people who want builder tools, customization, and pricing that actually rewards larger orders instead of