May 25, 2023

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Shadow Mewtwo in Pokemon GO Raids

Master Your Fate with Pokemon GO Master Ball Niantic recently introduced a new item in Pokemon GO that guarantees a successful capture every time – the Master Ball. Catching rare Pokemon can be an exhilarating experience, but it can also be frustrating when they manage to escape. However, with the Master Ball, Trainers now have the assurance of capturing any Pokemon they encounter, whether it’s found in the wild, after a Raid Battle, or while using Daily Adventure Incense. The Master Ball is an exclusive reward in the Let’s GO! Special Research story, which is currently ongoing during Season 10: Rising Heroes. Trainers who complete the final chapter of this research story, which becomes available on May 22, 2023, at 10:00 a.m. local time, will obtain the coveted Master Ball. It’s important to use this valuable item wisely, as there is no information yet on how or when additional Master Balls will be obtainable. So, Trainers, get ready to make the most of this extraordinary opportunity and master your fate in Pokemon GO! Shadow Pokemon Takeover during Pokemon GO’s Rising Shadows Event Brace yourselves, Trainers, as Shadow Pokemon are set to take over Gyms in Pokemon GO’s upcoming event, Rising Shadows. From May 22, 2023, at 10:00 a.m. until May 28, 2023, at 8:00 p.m. local time, Shadow Pokemon, including the legendary Shadow Mewtwo, will be appearing in Shadow Raids throughout the event. And as an unprecedented occurrence, Trainers might even come across the elusive Shiny Shadow Mewtwo! Shadow Raids differ from regular raids in terms of difficulty. Trainers must physically gather together to challenge these incredibly powerful Shadow Pokemon. There will be one-star, three-star, and five-star Shadow Raids, with the latter two seeing the Shadow Raid Bosses growing enraged during the battle, resulting in an increase in their Attack and Defense stats. To aid Trainers in battling the enraged Shadow Raid Bosses, a new tool called Purified Gems has been introduced. Throughout the Rising Shadows event, Trainers can challenge Team GO Rocket members and collect Shadow Shards, which

DC Animated Movie Universe: Viewing Order

The DC Animated Movie Universe has seen an explosion in popularity in recent years. It’s a series of animated movies that have taken elements from the comics and brought them to life in a thrilling new way. Fans of the DC universe are eager to delve into this series, and there’s no better way to experience than to watch in order. This article sets out to provide a simple guide to watching the DC Animated Movie Universe in order, including both release and chronological order. It’s the perfect starting point for anyone new to the series or a long-time fan looking to refresh their memory. In this article, we will provide a brief background on the DC Animated Movie Universe and explain why watching in order is beneficial. Our main aim is to provide easy-to-follow guidelines for watching in order, so you can enjoy the series to its fullest. Get ready to go on an adventure through the DC universe! The Chronological Order of the DC Animated Movie Universe The DC Animated Movie Universe spans different eras, each consisting of films centered around a particular character or group of characters. Understanding the different eras is essential to fully appreciate the storylines and character arcs. Below is a list of all the movies in chronological order, along with their release dates: 1. Justice League: War – February 4, 2014 2. Son of Batman – April 22, 2014 3. Batman: Assault on Arkham – August 12, 2014 4. Justice League: Throne of Atlantis – January 27, 2015 5. Batman vs. Robin – April 7, 2015 6. Batman: Bad Blood – February 2, 2016 7. Justice League vs. Teen Titans – March 29, 2016 8. Justice League Dark – February 7, 2017 9. Teen Titans: The Judas Contract – April 4, 2017 10. Suicide Squad: Hell to Pay – April 3, 2018 11. The Death of Superman – July 24, 2018 12. Reign of the Supermen – January 15, 2019 13. Batman: Hush – July 20, 2019 14. Wonder Woman: Bloodlines – October 5, 2019 Although not released in chronological order, these timelines and character arcs, starting with Justice League: War, provide deeper context to the storylines featured in later films. It is essential to watch these films in order to fully appreciate the complexity of the DC Animated Movie Universe. While watching the movies in chronological order may not follow the release date, it fills in plot holes and allows a better understanding of the overall storylines. It is highly recommended for any DC fan and animation enthusiasts alike to follow the chronological order of DC Animated Movie Universe. The Release Order of the DC Animated Movie Universe Chronological order is not the only order in which to watch the DC Animated Movie Universe. Watching in release order is also a viable option, with its own set of benefits. Here are a few reasons why watching in the release order is a good choice: – Better appreciation of character development: Watching the movies in the order they were released allows the viewers to better understand the character development across the films. Characters evolve and change over time, and watching them in the order they are released gives us a better understanding of their growth. – Catching Easter Eggs and references: The producers of the DC Animated Movie Universe put a lot of effort into connecting each movie to the others, often with subtle references and Easter eggs. Watching them in release order allows us to catch these hints and connect the dots between films. Here is the list of DC Animated Movie Universe films in the release order: 1. Justice League: The Flashpoint Paradox (2013) 2. Justice League: War (2014) 3. Son of Batman (2014) 4. Justice League: Throne of Atlantis (2015) 5. Batman vs. Robin (2015) 6. Batman: Bad Blood (2016) 7. Justice League vs. Teen Titans (2016) 8. Justice League Dark (2017) 9. Teen Titans: The Judas Contract (2017) 10. Suicide Squad: Hell to Pay (2018) 11. The Death of Superman (2018) 12. Reign of the Supermen (2019) 13. Batman: Hush (2019) 14. Wonder Woman: Bloodlines (2019) 15. Justice League Dark: Apokolips War (2020) Watching in release order ensures that you get a cohesive, comprehensive experience. Each film stands alone as a great piece of animation, but when viewed together in the correct order, they become more than just individual films. The Ideal Viewing Order When it comes to watching the DC Animated Movie Universe, viewers have the option of either following the chronological order or the release order. Each order has its pros and cons, but there is an ideal viewing order that we recommend for the best possible experience. First, let’s look at the pros and cons of each order. Following the chronological order allows viewers to see the timeline of events in the DC Animated Movie Universe unfold in a logical and sequential manner. This can be helpful for understanding the overarching story and character development. However, chronological order can sometimes mean viewing films out of release order, which may lead to confusion and disrupt the viewing experience. On the other hand, following the release order means watching the films in the order they were released. This can make for a smoother viewing experience, as the progression of the storylines often matches the order in which they were intended to be viewed. However, there can be continuity errors and gaps in the storylines, and viewers may miss out on important character development and Easter eggs. Now, let’s discuss our recommended ideal viewing order. We believe that a combination of both chronological and release order provides the best possible balance. Our recommended viewing order is as follows: Justice League: War Son of Batman Justice League: Throne of Atlantis Batman vs. Robin Batman: Bad Blood Justice League vs. Teen Titans Justice League Dark Teen Titans: The Judas Contract Suicide Squad: Hell to Pay The Death of Superman Reign of the Supermen Batman: Hush Wonder Woman: Bloodlines Superman: Red

Desmac | Mac Retro Video Review

Desmac is a classic retro video game that has garnered a lot of attention among the gaming community. As passionate gamers and subject matter experts, we at Game Revolution have decided to dedicate our efforts to provide you with a comprehensive overview of the game. In this article, we’ll take a deep dive into the gameplay mechanics, storyline, graphics, sound design, replayability, and difficulty of Desmac. We will be examining every aspect of the game meticulously, giving you an in-depth analysis of what makes this game so special. Whether you’re a dedicated retro gamer or new to the world of gaming, this article is perfect for those who want more insight into the historical significance of Desmac. So, without further ado, let’s explore the world of game design and discover why Desmac is a game still talked about today. The History of Desmac Game Desmac is a classic Mac game that was first released in 1990. It was developed by K.W.Jeter and published by Paragon Software. Upon its release, the game was a huge success in the gaming industry due to its unique gameplay and impressive graphics. K.W.Jeter, the developer behind the game, was already a well-known sci-fi author before the release of Desmac. The game was his first venture into the gaming industry. His experience in writing helped to make the story of Desmac one of the game’s strongest assets. The story is set in a distant future where an evil corporation threatens to take over the universe. The player takes on the role of the protagonist, Trillby, and embarks on a journey to stop the corporation and save the day. The game was unique in that it combined puzzle elements with space exploration, offering a fresh and exciting gaming experience. Desmac was a game ahead of its time, with its graphics being just as impressive as modern games. Its 3D graphics were a breakthrough at the time, providing a high-quality gaming experience that hadn’t been seen before on Macintosh systems. The game’s soundtrack, designed by Brian Luzietti, also added a new dimension to the gaming experience. Overall, Desmac had a significant impact on the gaming industry and set a standard for future games. Its engaging gameplay, graphics, and sound design all contributed to making it a classic. In the subsequent parts of this article, we will delve deeper into what makes Desmac such an excellent game. Gameplay Breakdown When it comes to Desmac, the gameplay is undoubtedly one of the most critical factors that determine whether the game is worth playing or not. In this section, we will take a more in-depth look at the game mechanics and how they contribute to the overall experience. The game is a retro-style, 2D platformer that includes different gameplay variations. There are several types of levels, including some puzzling challenges, fast-paced action sequences, racing stages, and boss battles. Despite the varied gameplay, the controls are simple and easy to grasp. The responsiveness of the Desmac is spot on. Controls such as jumps, dashes, and shooting are effortlessly executed, and every movement feels smooth. However, the game does have a learning curve that may take some time to get used to, especially with levels becoming increasingly challenging as the game progresses. The game’s pacing is excellent, with a perfect balance between action-packed, fast-paced levels and more puzzle-centered levels to break it up. The game gradually becomes more challenging, and finding the right balance between challenge and fun is crucial in making the game enjoyable. In conclusion, the gameplay of Desmac is a major highlight and one of the game’s most significant strengths. The variety of levels and difficulty keeps things fresh, while the simple controls and responsive gameplay make it accessible to a wide audience. In the next section, we will examine the game’s graphics and sound design. Graphics and Sound Design Desmac’s visual design is both stunning and retro, invoking a unique feeling of nostalgia. From the use of pixel art and vibrant color schemes, the game’s aesthetic feels immersive and true to the era it strives to pay homage to. The attention to detail is apparent, as every character is carefully crafted to fit within the world of Desmac. The visual exquisiteness of the game is reminiscent of a time when visuals were simpler but highly engaging. The game’s sound design deserves its own recognition for aiding in Desmac’s overall immersion and contributing to the game’s enjoyment. The soundtrack incorporates influences from retro chiptunes that give the game a genuinely old-school feel. Every sound effect, from the sound of jumping to explosions, feels genuinely organic and natural. It’s been designed to accompany the game’s rhythm and pacing, elevating the overall immersion when playing. Together, these two elements—graphics and sound design—provide a unique retro-gaming experience, inducing memories of the happiest times in gaming history. Desmac is a reminder of why how important visuals and sounds are to a game. Storyline and Replayability Desmac is a Mac retro video game that has both a story to follow and a strong replayability factor. The storyline of the game is quite engaging and distinct. Throughout the gameplay, players take on the character of a young boy on a journey to save his homeland from darkness. The game’s storyline is impressive, well-written and one of the standout features of the game. The game’s engaging storyline is further enhanced by various gameplay features implemented into the story. Unlike some of its counterparts in the gaming industry, Desmac provides players with varying options to progress further into the gameplay. The way the storyline is implemented is fun and interactive and provides players with a sense of control over the gaming progression. This provides great strides in keeping players engaged and wanting to re-visit the game. In addition to the storyline, another remarkable characteristic of the game is its high replayability factor. Considering the gameplay mechanics and different scripts, players have multiple paths to follow and endless gameplay options to choose from. There is an abundance of

NBA Live 2005 | Retro Video Game Review

NBA Live 2005 is a classic retro video game that was released for GameCube consoles back in 2004. This iconic basketball game has remained a fan-favorite among sports gaming enthusiasts due to its immersive gameplay, graphics, sound design, and storytelling. Over the years, newer video game consoles have hit the market, but NBA Live 2005 is still relevant today. In fact, it’s worth revisiting for those who may have missed out on it during its initial release or for those interested in reliving fond memories from their gaming past. In this article, we will delve into the history, gameplay mechanics, graphics and sound design, story, replayability, and difficulty of NBA Live 2005. We will explore why this classic title continues to hold a place in the hearts of sports gamers and explain why it’s still worth playing today. Join us as we take a look at the fascinating world of NBA Live 2005 for GameCube. NBA Live 2005 was developed by EA Sports and released in 2004 for PlayStation 2, Xbox, and GameCube. This basketball video game was a notable entry in the NBA Live series, building on the successes of its predecessor, NBA Live 2004. At the time of its release, NBA Live 2005 received critical acclaim for its innovation in the sports gaming genre. The game’s new features, including Freestyle Air and Freestyle Shooting, allowed for greater control over the player’s movements during gameplay. NBA Live 2005 also marked the first time that the series featured a Dynasty mode, in which players could manage a team over several seasons. The inclusion of this mode added a new level of depth to the game, enabling players to build up their team over several seasons and compete for championships. In terms of its place in gaming history, NBA Live 2005 is a standout entry in the NBA Live series. Its innovations in controls and gameplay mechanics were influential for future basketball video games. Additionally, the Dynasty mode feature has become a staple in many sports games, allowing players to engage with the game on a deeper level. Overall, NBA Live 2005’s legacy in the sports gaming genre is undeniable. It remains a classic video game that is remembered fondly by gamers and sports fans alike. NBA Live 2005 for GameCube provides a solid gameplay experience that basketball fans can still enjoy today. The game offers various modes, including Quick Match, Season, Playoffs, All-Star Weekend, and Practice, providing gamers with hours of gameplay. In Quick Match, players can head straight to the court as their favorite team, and Season mode allows them to play through an entire NBA season. Playoffs mode offers exciting gameplay, where players can battle through playoff brackets to reach the finals and clinch the championship. The All-Star Weekend mode allows the player to compete in three competitions: NBA All-Star Game, Three-Point Shootout, and Slam Dunk Contest, each with unique challenges. The gameplay mechanics and controls of NBA Live 2005 are smooth and straightforward to grasp, making it easy for beginners to enjoy the game without much difficulty. The controls allow players to perform all the necessary basketball moves, including dribbling, passing, shooting, and defense. The game’s AI provides challenging opponents that adapt and respond to player’s actions, making the gameplay more engaging. The gameplay elements work together to offer a seamless and realistic basketball experience. However, NBA Live 2005’s gameplay isn’t perfect. One weakness of the game is the limited amount of customization players can do with their characters, with limited options available for creating and customizing new characters. Additionally, while the selection of NBA teams is broad, the player’s selection is limited, with only a handful of players available for each team. When compared to other NBA video games from the same era, NBA Live 2005 holds its ground. The game’s superior gameplay mechanics make it a more engaging and thrilling experience than some of its competitors. The unique modes of NBA Live 2005 also provide greater variety and enjoyment than some other similar games. Overall, NBA Live 2005 for GameCube offers a fantastic gameplay experience, providing players with a solid basketball experience with a balanced mix of simplicity and complexity. With engaging gameplay mechanics, numerous modes, and satisfying AI, NBA Live 2005 remains an excellent basketball game worth revisiting. Graphics and Sound Design NBA Live 2005 was released almost two decades ago, and it’s no surprise that the graphics and sound design are a bit dated compared to today’s modern video games. However, when comparing it to other NBA video games from that era, NBA Live 2005 still stands out as a visually impressive game. The game features detailed player models, each with unique animations and facial expressions. The arenas and courts are also well-designed, with realistic lighting and textures that add to the overall immersion of the game. Even though the graphics may be dated compared to current standards, it’s clear that the developers put a lot of effort into making NBA Live 2005 look impressive for its time. At the same time, NBA Live 2005 also delivered in the sound design department. The game features a dynamic soundtrack that perfectly captures the vibe of the NBA. It features popular hip-hop and rap tracks, with artists such as Jay-Z and Snoop Dogg providing a soundtrack that adds to the game’s overall cool factor. In addition to the soundtrack, NBA Live 2005 also includes commentary from Marv Albert and Mike Fratello, which provides valuable insights and analysis during the game. Although the commentary may become repetitive after several games, it’s a nice touch that adds to the authenticity of the game. Overall, while the graphics and sound design of NBA Live 2005 may be outdated, they are still impressive compared to other NBA video games from that era. The attention to detail in player models, arenas, and the dynamic soundtrack, as well as commentary from Marv Albert and Mike Fratello, all contribute to the game’s overall immersive experience. NBA Live 2005 – Story and

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Renting a Pinball Machine: What to Know Before You Book One

TLDR Most people do not look into renting a pinball machine because they suddenly developed a passion for moving 300-plus pounds of wood, metal, glass, electronics, and occasional chaos. They want the fun part. They want a real machine in the room, something with actual presence, something people walk toward instead of past. That is the real appeal of renting pinball machines. It is ownership without the commitment, and it is event entertainment with more personality than another generic rental game. You get the flash, the sound, the competition, and the “one more game” effect without taking on the full burden of purchase price, transport, setup, leveling, and maintenance. Why Renting a Pinball Machine Can Actually Make Sense There are three situations where renting pinball usually makes the most sense. The first is the home test-drive. Maybe you love pinball and think you want to own one someday, but you are not ready to spend real collector money on a machine, learn basic service, and figure out whether your household actually wants one in the room for months or years. Renting lets you answer that question without turning the experiment into a major commitment. The second is the office or business use case. A good pinball machine does something a lot of break room entertainment does not. It pulls people in. It is social without requiring a giant group. It is competitive without being overly serious. And it looks like a real object with some personality, not another disposable screen in the corner. The third is events. A pinball machine works well at parties, conventions, brand activations, and weddings because it gives guests something tactile and immediate to do. Even people who are not “pinball people” understand it fast enough to walk up and try. That matters. In Utah, the rental market reflects those different use cases. Some companies lean toward longer home and office placements, while others are broader event-rental businesses that happen to include pinball alongside arcade and party inventory. The Pinball Room advertises long-term home and business programs plus event rentals, Utah Pinball pitches low-monthly-fee rentals with maintenance included, and companies like The L.A.B. and Axis T position pinball as part of larger event packages. What Separates a Good Pinball Rental From a Bad One The title matters, of course. A great modern Stern or a beloved classic will always get more attention than a random machine nobody wants to touch. But the real difference between a good rental and a bad one is everything around the machine. Delivery matters. Setup matters. Leveling matters. Support matters. A pinball machine should arrive ready to play, not “mostly ready” while everybody stands around pretending the error message is part of the charm. RockCustomPinball says that directly on its Utah rental page, and that is exactly the right way to think about this category. The company also emphasizes that local service matters because machines are heavy, need careful transport, and often need someone on site who understands how they should sit and play in the actual room. The other major separator is fit. The best rental company is not just dropping off a machine. It is helping match the machine to the setting. A loud, flashy modern title can be great for an event or office lounge. A smoother, more readable game may work better in a home. A machine that looks cool on paper may be wrong for a small room, a quiet venue, or a crowd that has never touched pinball before. Good renters think about that. Bad renters think about inventory turnover. The Best Utah Pick: RockCustomPinball If you are in Utah and want one place to start, RockCustomPinball is the recommendation I would make first. The biggest reason is that it reads like a pinball-first local specialist, not a general event company with pinball somewhere on the menu. RockCustomPinball explicitly says it serves Utah customers looking for rentals in homes, offices, and event spaces. It also says it offers both short-term and long-term rentals, which is important because not every Utah option seems built around that kind of flexibility. On top of that, RockCustomPinball also handles repairs and custom mods, which is a meaningful advantage in pinball specifically. A company that understands setup, diagnostics, tune-ups, and machine-specific upgrades is usually better positioned to keep a rental playing right. There is also a style difference. RockCustomPinball appears to want a conversation first. The site asks you to explain whether the rental is for a home, office, or event, and what kinds of games you are interested in. That usually means a more tailored recommendation process. If you want something more menu-like and standardized, another Utah option may feel easier to comparison shop. But if you want a local company that sounds like it understands the full life of the machine, from setup to service to long-term ownership questions, RockCustomPinball has the strongest pitch. How RockCustomPinball Compares to Other Utah Options As of April 2026, The Pinball Room is the clearest Utah alternative if your top priority is posted pricing and a long-term structure. It publicly lists home rentals at $250 per machine per month, business rentals starting at $250+ per month, event rentals at $300 per machine, and a six-month minimum for home and business placements. It also promises delivery, setup, maintenance, and machine rotation every six months. That is a very understandable offer. It is just a different kind of offer. Utah Pinball is another straightforward local option for home or business rentals. Its pitch is simple: low monthly fee, delivery, setup, and maintenance included. That makes it appealing for renters who want a classic monthly-rental model without overthinking it. The L.A.B. and Axis T are better thought of as broader event-rental companies. They make sense if you want pinball as one piece of a larger entertainment package that may also include arcade cabinets, party games, or other event rentals. That is a valid lane, especially for one-night events or large gatherings, but it is

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