June 15, 2023

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Revamped Chesnaught Encounter in Scarlet and Violet

Pokemon Scarlet and Pokemon Violet have recently been released for the Nintendo Switch, and fans are buzzing with anticipation. Among the exciting features of these games is an in-game event that players won’t want to miss. Get ready to go head-to-head with a mighty Chesnaught in this thrilling encounter! Event Details and Updated Schedule This event was initially canceled due to some errors, but the issues have been resolved, and the event is back on track. We apologize for the inconvenience caused by the temporary cancellation. Below, you’ll find the updated schedule for this exciting event: Catch a Chesnaught with the Mightiest Mark! Date & Time: Friday, June 16, 2023, at 00:00 UTC to Sunday, June 18, 2023, at 23:59 UTC Location: Paldea (black crystal Tera Raid Battles) During this event, Chesnaught with the Mightiest Mark will make its appearance in black crystal Tera Raid Battles. This particular Chesnaught is not typically found in Paldea, making this encounter even more special. It is a Rock-type Tera Pokemon and known for its formidable power. With the Mightiest Mark adorning its body, it is a force to be reckoned with. To defeat this legendary Pokemon, you’ll need to join forces with your friends and strategize efficient battle tactics. It is important to note that only one Chesnaught with the Mightiest Mark can be caught per save data. However, if you have already captured it, don’t worry! You can still participate in Tera Raid Battles to gain other exciting rewards. Additionally, there is a possibility that this special Chesnaught may reappear in future events or become obtainable through alternative methods. Keep an eye out for updates and announcements from the Pokemon Scarlet and Violet team. Event Schedule The Chesnaught with the Mightiest Mark event will take place from Friday, June 16, 2023, at 00:00 UTC to Sunday, June 18, 2023, at 23:59 UTC. Featured Pokemon The star of this event is Chesnaught with the Mightiest Mark. Prepare yourself for an epic showdown against this powerful Tera Pokemon! What Is a Tera Raid Battle? Tera Raid Battles are intense encounters where you collaborate with three other Trainers to take down a formidable Tera Pokemon within a limited time frame. The specific Pokemon that you encounter during Tera Raid Battle events can vary, and they often possess rare Tera Types. To stay up to date on what Pokemon are appearing in Tera Raid Battles, make sure to check the official Poké Portal. This valuable resource provides detailed information about ongoing events and the Pokemon you can expect to encounter. Important Information about Tera Raid Battle Events To participate in Tera Raid Battle events, it is necessary to download the latest Poké Portal News. You can do this by selecting “Poké Portal” from the X menu, then navigating to “Mystery Gift,” and finally clicking on “Check Poké Portal News.” Rest assured, you do not need a paid Nintendo Switch Online membership to access the latest updates in the Poké Portal News. After completing specific postgame events in the game, you will come across black Tera Raid crystals. These crystals play a crucial role in participating in Tera Raid Battles. However, for players who haven’t yet reached these postgame events, fret not! You can still join other Trainers in multiplayer and take part in these exciting battles. Please note that a paid Nintendo Switch Online membership, which is sold separately, is required to engage in Tera Raid Battles with other Trainers online. Make sure to review the terms and conditions of the Nintendo Switch Online service for more information. Visit https://www.nintendo.com/switch-online. Get ready to challenge yourself and strengthen your Pokemon lineup as you dive into the exhilarating world of Tera Raid Battles! Conclusion Pokemon Scarlet and Pokemon Violet offer players an exciting in-game event featuring a formidable Chesnaught with the Mightiest Mark. Don’t miss the opportunity to face this powerful Tera Pokemon and team up with friends to emerge victorious. Remember to download the latest Poké Portal News for updates on participating in Tera Raid Battles. The event schedule is from June 16 to June 18, so mark your calendars and get ready for an unforgettable Pokemon adventure! Frequently Asked Questions 1. Can I capture more than one Chesnaught with the Mightiest Mark during the event? No, the availability of capturing Chesnaught with the Mightiest Mark is limited to one per save data. However, you can still participate in Tera Raid Battles to obtain other rewards, even if you have already caught it. 2. Will Chesnaught with the Mightiest Mark be available in future events? It is possible that Chesnaught with the Mightiest Mark may make appearances in future events or become obtainable through alternative methods. Stay updated with the latest announcements from the Pokemon Scarlet and Violet team for more information. 3. How do I access Tera Raid Battle events? To participate in Tera Raid Battle events, you need to download the latest Poké Portal News. Simply select “Poké Portal” from the X menu, go to “Mystery Gift,” and choose “Check Poké Portal News” to receive the latest updates. No paid Nintendo Switch Online membership is required to access these news updates. 4. Can I join Tera Raid Battles if I haven’t completed certain postgame events? Yes, even if you haven’t completed the necessary postgame events, you can still join other Trainers in multiplayer and take part in Tera Raid Battles. Don’t miss out on the epic battles and fantastic rewards! 5. Is a paid Nintendo Switch Online membership required for Tera Raid Battles? Yes, you need a paid Nintendo Switch Online membership (sold separately) to participate in Tera Raid Battles with other Trainers online. Make sure to review the terms and conditions of the Nintendo Switch Online service for complete details. Visit https://www.nintendo.com/switch-online for more information.

Climbing the Ladder of Nostalgia: Donkey Kong Atari 2600 Review

Welcome to the world of retro gaming, where classic games and consoles hold a place of reverence. Among those classic consoles was the iconic Atari 2600, which brought gaming into many homes across America. One of the most beloved games for the console, which is still talked about today, is Donkey Kong. Although the game is decades old, its appeal has not faded. Current-day gaming enthusiasts still hold Donkey Kong Atari 2600 in high regard. The simple, yet challenging gameplay, along with brightly-colored graphics, set new standards in the gaming industry. Its success paved the way for many future games that incorporated similar elements. In addition, one of the most significant concepts intertwined with the Donkey Kong Atari 2600 is nostalgia. Playing the game today takes gamers back to a simpler time. As we delve into this review, we will explore the significance of the Atari console, the Donkey Kong game, its relevance to today’s gaming culture and how nostalgia is impacting the gaming world. Overview of Donkey Kong and Atari Era The late 1970s to early 80s was a period of massive growth for the video game industry. One of the most famous name during this time was Atari – known for it’s breakout console, the Atari 2600. Established in 1977, the Atari 2600 rapidly gained prominence and became a household name. The video game industry had begun to boom, eventually leading to a monumental crash in 1983. Though this era was short-lived, it played a significant role in the development of the gaming industry today. During this era, one game that changed it all was Donkey Kong. A creation of the legendary video game designer Shigeru Miyamoto, Donkey Kong took the gaming world by storm. The game was released in 1981, and it was created for the coin-op arcade machine platform. The aim of the game was simple; the player controlled a small, pixelated Mario, in his struggle to rescue his girlfriend from the clutches of the oversized gorilla, Donkey Kong. The game contained several levels of gameplay, allowing players to jump and dodge obstacles, and climb ladders in their attempt to rescue Mario’s girlfriend. It’s the brilliant gameplay mechanics, lovely sound effects, and captivating graphic design, that made Donkey Kong a classic. For many gamers today, Donkey Kong stands out as the game that first ignited their passion and wonder for gaming. It was a turning point for the gaming industry that raised expectations for future production of games. Today, Donkey Kong is still being played on modern consoles like Nintendo Switch, and it has evolved tremendously over the years. However, the classic Donkey Kong still maintained its glory and remains a favorite among retro gamers. Donkey Kong Atari 2600 Review When Donkey Kong was first introduced in the arcades in the early 1980s, it became an instant classic. Now, decades later, the game is still popular, and it was released for consoles like the Atari 2600. While the classic Donkey Kong game had better graphics and sound, the Atari 2600 version has its unique charm and game experience. Donkey Kong on the Atari 2600 is a side-scrolling platform game with four levels, where the player controls the titular character, Jumpman. The overall gameplay is like the original arcade version where the player jumps over barrels and other obstacles to save Pauline from Donkey Kong’s clutches. The gameplay is simple and easy to understand, but you may find it challenging to master. The Atari 2600 version had few advancements compared to its arcade counterpart. The graphics were relatively poorer and lacked the arcade version’s animations. The sound quality was not great, which is understandable considering the technological limitations during the time it was released. However, the game still holds up, and its limitations add to its charm. The game’s overall functionality is fantastic and worth every penny. The controls are easy to use, and the game stages are fun and challenging. Speaking of challenging, towards the fourth level, the game’s difficulty increases exponentially, making it incredibly difficult to complete. The game’s high difficulty level is one of the reasons it is still regarded as one of the iconic games of all time. In conclusion, Donkey Kong for Atari 2600 is an excellent game in its own way. While it lacks all the advancements of the original arcade version, it still manages to provide the same level of enjoyment. If you love retro games, this is an excellent title to add to your collection. Nostalgia Effect Nostalgia is a powerful emotion that plays a significant role in our everyday lives. It is an emotion that takes us back to a particular moment in history, reminding us of past experiences, people, and places. When it comes to retro gaming, nostalgia plays a critical role in shaping perceptions and experiences. For many gamers, nostalgia can be so intense that it forms an inseparable connection to a piece of gaming history, making such games special and memorable. The retro gaming community thrives on this sense of nostalgia, with gamers often celebrating the games that shaped their childhoods, sometimes to the point of obsession. Donkey Kong on the Atari 2600 is an excellent example of a game that fits into the current retro gaming trend. It is a game that holds a special place in the hearts of many gamers, thanks to the console’s prominence in popular culture during its time. Some might argue that the Donkey Kong Atari 2600 version is not the best to play, but it is still valuable for gamers today as it represents an essential part of video game history. The nostalgia that comes with playing the game is an experience that gamers can cherish, as it reminds them of an era when video games were new and exciting. The trend towards retro gaming is only becoming more popular today, with more and more gamers delving into the past. While modern video games are often praised for their technological advancements, retro games have profound sentimental value

Monkeying Around: Donkey Kong 64 N64 Review

Donkey Kong has been a beloved character in the gaming world for several decades now. Developed by Nintendo, the franchise has given us some of the most memorable games in video game history. Among these games, Donkey Kong 64 stands out as one of the most iconic. In this article, we will take a closer look at Donkey Kong 64 for the Nintendo 64 and provide our thoughts on the gameplay, story, graphics, and overall reception of the game. Our goal is to give you an in-depth understanding of what makes this game so enjoyable for so many gamers. So, let’s adventure together with Donkey Kong and his friends, as we explore the gameplay, world, and everything in between of this classic game. Game Overview and Mechanics Donkey Kong 64 was released in 1999, and it’s a game that left a lasting impression on many gamers. The game is a 3D platformer that features five playable Kong characters, each with unique abilities. The objective of the game is to collect golden bananas and progress through various levels, each with its own challenges and boss battles. The controls in Donkey Kong 64 are smooth and responsive, making it easy to maneuver the environment and defeat enemies. The game utilizes the N64 controller, which offers a unique gameplay experience. The joystick controls the character’s movement, while the other buttons are used to jump, attack, and interact with the game world. Compared to previous Donkey Kong games, the mechanics in Donkey Kong 64 are more complex and layered. There’s a greater focus on exploration, puzzle-solving, and collection. Each Kong character has various abilities that are required to progress through the game, such as Diddy’s jetpack or Donkey Kong’s strength. This adds an extra layer of strategy and problem-solving to the game, making it more engaging and challenging. One of the standout features of Donkey Kong 64 is its multiplayer mode. The game includes various multiplayer game modes, including a battle mode, tag mode, and racing mode. The addition of multiplayer mode adds a lot of replayability to the game, making it fun to play with friends and family. Overall, Donkey Kong 64 offers an enjoyable, engaging, and challenging gaming experience. The game mechanics are deep and layered, and the addition of multiplayer mode only adds to the fun. Story and Setting When you think of classic games that took the gaming world by storm, Donkey Kong is one of the first that comes to mind. The monkey with a red tie has been around for decades, captivating gamers through his various escapades. With Donkey Kong 64, released in 1999, the audience was treated to a new adventure in the Donkey Kong Country universe. The storyline of Donkey Kong 64 revolves around Donkey Kong and his friends’ quest to retrieve the Bananas Hoard from King K. Rool and his minions. The player controls the various Kongs as they overcome numerous obstacles throughout their journey to rescue their stolen bananas. This storyline may seem basic, but the game universe is fascinating, with its distinctive charm and design, contributing to why it is beloved by millions of gamers worldwide. One of the significant achievements of Donkey Kong 64 is its unique world-building. The game universe is vast and intricate, with each level boasting its distinctive design and layout. For example, players travel to different areas like Aztec temples, ice worlds, factories, and jungles. Each setting not only looks unique but also has distinct elements that make gameplay different in those areas. The environment is not just an aesthetically pleasing addition to the game. It is also an integral part of the gameplay. The different areas of the game interact with the player’s movements and abilities, providing a sense of depth that is missing from many other games. In addition, players must solve complex puzzles in each area to progress further, thus highlighting the importance of the environment in the game. Finally, Donkey Kong 64’s unique feature is the Five Kongs system where players can switch characters depending on their level of progression. Each Kong has its unique skills, such as chunky strength and tiny’s ability to access small spaces, making them critical to succeeding at tasks and puzzles. This system added an extra layer of depth to the game universe, further emphasizing the rich and intricately designed setting of Donkey Kong 64. Graphics and Sounds When it comes to graphics, Donkey Kong 64 was a significant step forward for the N64 console. The game’s graphics offer a unique combination of 3D and 2D elements, which make it stand out from other N64 titles. The use of vibrant colors and detailed textures adds depth to the game’s environment, bringing the world of Donkey Kong to life. The game’s sound design is another standout aspect of Donkey Kong 64. The distinctive sound effects and upbeat music perfectly complement the game’s fun and playful atmosphere. The sound effects for the game’s various weapons are unique and satisfying, making the combat mechanics of Donkey Kong 64 all the more enjoyable. One of the most visually stunning aspects of Donkey Kong 64 are the epic boss battles. The game boasts a range of diverse and challenging bosses, each with their own unique design and attack patterns. From a giant armadillo to a massive mechanical dragonfly, the bosses in Donkey Kong 64 are impressive and memorable. In terms of sound, the voice acting in Donkey Kong 64 deserves special mention. Each character in the game has their own unique voice, adding personality to the diverse cast of characters. The voiceovers for the game’s cutscenes are particularly well done, adding to the game’s cinematic feel. Overall, Donkey Kong 64’s graphics and sound design make it a standout title for the N64 console. The attention to detail in both areas elevates the game’s overall quality, making it a must-play for any fans of classic platformers. Critique and Analysis When Donkey Kong 64 was first released, it received mixed reviews from critics and gamers

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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