Saturday, June 27, 2026

GTA 6 Scalpers Are Finding Buyers on eBay Despite Rockstar's Commitment to a Digital Release

Rockstar Games fans seem to be paying eBay scalpers extra for pre-order copies of GTA 6 – even if there isn't much of a reason to.

Listings for pricier versions of Rockstar's new Grand Theft Auto game have already started popping up on the auction website after pre-orders went live for all on June 25. While the retail price for the standard edition is currently locked in at $80, some scalpers have managed to successfully flip their pre-ordered copy for around $90, with some going for even more.

It's something that usually wouldn't come as much of a surprise in the gaming space, especially considering this particular release is one fans have anticipated for more than 13 years. What many already know, however, is that there isn't actually anything stopping players from pre-ordering GTA 6 without an inflated price.

Much to the dismay of physical game collectors everywhere, GTA 6 will only be available as a digital title after Rockstar announced it was ditching discs for its November launch. For those who just need to have that box in hand come this fall, you can still purchase a physical edition, which only comes with a download code inside its case.

That effectively means players won't have to deal with stock shortages since all versions of the game will be available digitally anyway. Even supply for the physical box seems to be holding up, too, as major retailers like Amazon, Best Buy, and Target suggest fans can check out their online marketplaces to pre-order code-in-box copies at the time of this story's publication. For some reason, players – and scalpers – are still heading to eBay.

Interestingly, these eBay listings seem to include both physical boxes and digital copies of the game, with some sellers pointing out that those who buy the latter will not need to pay any shipping fees when the launch arrives. Those purchasing physical copies via this method will also be subject to delivery fees on top of the already steeper price they're paying.

Whether you're buying directly from Rockstar or purchasing a copy for a little extra on eBay for…some reason, GTA 6 has a release date of November 19, 2026, for PS5 and Xbox Series X | S. Meanwhile, a new report has claimed that Rockstar has no plans to ever release a disc for GTA 6. For more on scalpers, you can see how some are trying to flip Valve's new Steam Machine.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Street Fighter 6 Devs Have No Current Plans to Make Any Major Adjustments to System Mechanics | Evo 2026

Street Fighter 6 is now three years old and still going strong, with more than 2,000 entrants at this year's Evo in Vegas, a fresh batch of new faces on the horizon in the upcoming fourth character pass (including the much anticipated figthing game debut of Tifa from Final Fantasy 7), and a lively online competitive scene.

To talk about the current state of the game, along with its plans for the future, IGN sat down with Director Takayuki Nakayama and Producer Shuhei Matsumoto at Evo 2026, where we covered topics ranging from the significance of Yasmine's inclusion as the first Filipino character in Street Fighter history, the future of single player content now that regular World Tour updates have ceased, and a little tease of what players can expect out of Arjun, Tifa, and Bosch's playstyles.

IGN: So, to start, you all previously confirmed that there will be no future World Tour updates, at least at this point, but also indicated that Street Fighter 6 is aiming for a 10-year lifespan. Can you talk a little bit about what kind of things that you're planning on adding to the game to keep that life cycle going, apart from just new characters?

Shuhei Matsumoto, Street Fighter 6 Producer: To take a step back real quick, one thing that we do want to make clear in this interview is that there may have been a small misunderstanding in terms of the future plans of Street Fighter 6. Rather than there being a 10-year life plan, like a 10-year roadmap, from our perspective, we try to tackle Street Fighter 6 as a game that could last up to 10 years. And there's no sort of confirmation that this is going to be a 10-year project. Rather, we went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years. So, I just want to make sure that's clear.

We went into the development with the mindset that we would love to have Street Fighter 6 operating and expanding for 10 years.

Takayuki Nakayama, Street Fighter 6 Director: And in terms of what we want to do moving forward from here, there's a lot. Specific details that we can share at this moment is going to be quite difficult in terms of World Tour. This is something that we wanted to continue expanding upon. But besides from that, there are other things that we are currently looking into, and hopefully we'll have more to share at a later date.

So, it's safe to say that the future of single player content is still bright?

Nakayama: Yeah. I mean, there's a lot of things that we want to do. Certain things are out of their control. Just because we want to do something doesn't necessarily mean they can be realized. But we hope that we can deliver – and there's a lot new players – So we hope that we can accommodate to those people's needs.

With development resources presumably being freed up from not having to do World Tour content for every character that comes out, do you envision there being any change in either the frequency or the offerings of DLC in the future of Street Fighter 6?

Nakayama: So, to clarify, while there may have been people working on World Tour in the past, and just because those people's, I guess, bandwidth may be freed up, doesn't necessarily mean that they could easily transfer those resources into something completely different, because the World Tour development required a completely unique skill set, and those skill sets may not necessarily transfer over to the content creation of other things. So it doesn't necessarily equate in that sense.

Speaking of other content, I know people have been really excited about new costumes. Now, I know that when Ingrid was introduced, there were jerseys for all characters, but are there any plans to sort of maybe focus on new costumes or bringing more outfits for the characters anytime soon?

Nakayama: Yeah. So, we do plan to deliver and create outfits and costumes in an equal amount for all the existing characters. We have a high quality benchmark that we're trying to achieve and make sure that we reach that. So, we hope that we can get by the patience of the players out there, but this is something that we’re striving for.

So, we're getting to see Yasmine here at Evo today, but the remaining DLC characters of this pack are all new to the series. And thus, we don't really know or have an idea of how they will play. Could you give us a little tease of the archetypes or just generally how Arjun, Bosch, and Tifa will play in Street Fighter 6?

Nakayama: So, in terms of the fighting styles and what you can expect about their play style, we can say that they definitely feel unique and different from the existing roster.

Arjun is a very unique character that's going to feel very different from everyone else. And we can't go into specifics, but I will say that there will be some kind of dancing element to his gameplay.

We can't go into specifics, but I will say that there will be some kind of dancing element to [Arjun's] gameplay.

In terms of Tifa, he did speak on this previously at SGF, but she will utilize some sort of like Materia aspect from the FFVII series. And she will be different, but have a fighting style that kind of translates from the world of Final Fantasy VII into Street Fighter 6.

And for Bosch, for those who did enjoy World Tour, he was one of Luke's disciples. And while you were able to fight against him and you were able to see his fighting style through World Tour, he will have a completely different style from World Tour. So, you can expect something unique, different from that.

I know when previously we spoke, there weren't any plans to introduce any new mechanics because you're pretty happy with how the game is now. It seems like the player base, at least in the West, is wanting some changes to the Drive system, specifically Drive Rush. Are there any plans to sort of tweak that particular mechanic? And how much do you take player feedback into consideration when you do balances or patches?

Nakayama: So, in terms of any sort of major adjustments to system mechanics, the Drive system, as of now, there's really no plans to make any sort of changes. And to answer your question in terms of how much we listen to user feedback, it is something that we do pay attention to. We see people make comments on social media and, I don't know, surveys and whatnot, and that's something that we do listen to. And while we do take into consideration, we have a pretty large Battle team to actually analyze those requests and test through several battles through the Battle team to determine whether it is right or not.

Matsumoto: And not only that, we also pay attention, not just to pro tournaments, but also casual tournaments, kind of like influencer, or the New Challengers Tournaments maybe, stuff like that, and we make decisions based on the wide spectrum of how that could affect things.

Bringing things back to Yasmine for a second. I think a lot of people really are excited about this character because of the Filipino representation. Can you talk a little bit about the significance of having a Filipino character in Street Fighter and whether there was any sort of unique work that was done to make her feel authentic to the culture?

Nakayama: So, I guess the genesis of how this character was created all started with the desire to want to introduce a first-time Filipino character into this series. And we want to do that because it's the first time that we can have this kind of representation, but also there's a pretty significant amount of people within the FGC who kind of have this kind of Filipino roots, and so we wanted to kind of hype up the scene with this particular audience. And beyond that, we wanted to introduce a brand new martial arts style that many people with Filipino or Indonesian backgrounds are maybe familiar with. So we did a lot of research and homework and even asked for help for professional martial artists who use that Filipino style for the mocap. And beyond that, we even talked internally to people who do have that kind of background, Filipino background, and learn more about their culture and what they value and how important family is to them.

[Yasmine's creation] all started with the desire to want to introduce a first-time Filipino character into the series.

I think visually, Yasmine's design seems to pull from a lot of different aspects of Filipino culture and the area itself. I know some people were speaking about how her hairstyle seems to be inspired by the hawk or the eagle or even the flag, how they turn it upside down during wartime. Is all of that correct? And how deep did you go into bringing these little details to her visual design?

Nakayama: So, yeah, we're definitely paying attention to some of the theories, the hypothesis made by the players out there, and analyzing the Tagalog movement and stuff. Actually, Yasmine, compared, in relation to some of the other characters within the roster, they made a lot more design attempts of this character. A character like Arjun, actually, they came up with relatively quickly, and they were able to solidify his final design at an early stage. But with Yasmine, even though they started off as setting up a school girl in the Philippines, they did a lot of different attempts to see what could actually work for her character design.

And in terms of design direction, we wanted her to... maybe make her stand out, almost, within the Year 4 roster and almost feel like a protagonist or like a main character in, like, a Japanese manga or something. And yeah, we put a lot of effort into her.

This character pack is all new characters to Street Fighter 6. And I was just wondering from the development side, in your opinion, do you enjoy the process of creating a character from scratch for a game like Street Fighter 6, or do you like the challenge of taking an existing character and molding them into kind of the Street Fighter 6 mold?

Nakayama: Yeah. So, they're both difficult in different, unique ways. Obviously, making a brand new character is difficult. But in terms of how we determine what past characters are, the game system of the game that we're working on is so important, right? Like, Street Fighter 2, 3, 4, 5, 6 all have very different game systems, and sometimes it may not work for a certain character that appeared in a past game to come into a game like Street Fighter 6. But by creating new characters, we feel like they're able to kind of expand the world a little bit. And if they have an unlimited amount of budget and time, they'll continue to try to bring everyone back. But yeah, we do what we can.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze. Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit



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Warhammer: Age of Sigmar Spearhead City of Ash Review

Whatever kinds of games you favor, you’re probably aware of Age of Sigmar, Games Workshop’s flagship fantasy battle game, thanks to its stores' up and down global high streets. You may be less aware of its kissing cousin, Spearhead which uses a stripped-down version of the rules and fixed army lists to allow faster, more furious fights that are also more newbie-friendly. It’s proved extremely popular.

Now there’s a new starter set for the format, Spearhead: City of Ash, with pretty much everything you need to play in one single box.

What’s in the Box

Like most Games Workshop products, the initial lid-lift reveals a disappointing sea of grey plastic sprues. Also like most Games Workshop products, once you’ve spent considerable time with sprue cutters, hobby knife and plastic glue, your disappointment will vanish as you stare at battalions of extraordinarily detailed and dynamically posed miniatures, bringing a fantasy battlefield to life as few other publishers can.

To add even more spice to the mix, almost all of these models are brand-new. So if you like either of the two represented factions - the stalwart human warriors of the Cities of Sigmar, or the devious rat-man assassins of the Skaven’s Clan Eshin - you might want to pick up Spearhead: City of Ash just to add to your collection. In addition there’s some really lovely ruined building scenery that will look great in any fantasy battle game you care to add it to.

If you’re interested in this as a starting point for the Games Workshop hobby though, a note of warning: some of the figures are quite difficult to assemble, particularly some of the Skaven. They’re flexibly posed and fragile and it’s worryingly easy to damage bits while you’re cutting them off the sprue and trimming the flash, and frustratingly difficult in some cases to understand how the bits fit together, or to access the necessary surfaces.

Beneath the sprues there’s the nuts and bolts of the game: two rules handbooks, some decks of cards and a double-sided base board to fight your battles on. The books are great, glossy and filled with inspirational photos of fully-painted armies, although for some inexplicable reason the build guide for the miniatures is inside one rather than printed as a separate pamphlet, and it won’t lie flat for easy consultation as you trim and glue. The cards are functional but ordinary and while the board looks great it’s unmounted, so requires a judicious amount of back-bending to lie flat.

Rules and How it Plays

If you’ve ever played one of Games Workshop’s core games before, you’ll be familiar with the basics. Players take turns in an I-go, you-go structure running through the phases of each turn like movement, shooting, charge and melee. Each model has a range of stats: a movement distance in inches, a number of attacks, and target values to hit, wound and armor save. In combat you roll dice equal to the total number of attacks for all models of the same type fighting, trying to equal or exceed the hit value. Those that succeed to roll again, trying to equal or exceed the wound value. Then the target unit gets to try and equal or exceed its armor save value to nullify some of the hits. Anything that gets through this process inflicts a wound which is normally enough to kill a standard trooper model, although elite units and heroes can take greater punishment.

Obviously, this process uses a lot of dice and is highly random. And we haven’t even mentioned the importance of charging where you get a two-dice bonus to your move in an attempt to reach an enemy unit, but stand uselessly still if you roll badly or misjudge the distance. Throwing buckets of dice around is tremendously satisfying and often very exciting, generating lots of critical moments during the battle, but it can also be frustratingly swingy. Instead, Spearhead wants you to engage your head in different ways.

For starters, you don’t win simply by slaughtering all the opposition. Each side of the game board, which is a quarter of the size of a full Age of Sigmar battlefield, has a number of objectives printed on it. Models that touch the objective can contest it by adding up their “control” value: if you have higher control on an objective than your enemy, you control it. The more objectives you control, the more points you’ll get in each of the game’s four rounds, after which they’re totalled up to find a winner.

Although the board is relatively small, and there’s a temptation just to pile in toward every objective from the off, this system encourages planning and forethought. Both generals, for example, have special abilities that allow other units to make surprise moves, allowing for some surprising additions to contesting an objective. Like other Games Workshop games there’s also a strong element of rock-paper-scissors in terms of what units are good against facing off others and this calculus is particularly important when deciding what objectives are worth contesting with what units at different points during the battle.

Spearhead thrives at throwing these kinds of curveballs at the player, altering the parameters of play and the strategies you need. Relics litter the battlefield, lending surprising abilities to nearby units, like a barricade that protects from shooting, or caltrops that are very risky to maneuver near. Like objectives, these can very much be worth fighting over. Each turn also sees a new “twist” card revealed from a small deck, with examples including increasing the value of particular objectives, or allowing units to have the tremendously powerful ability to both move and charge but only if they stick to the roads.

Card play more broadly forms another plank of what makes Spearhead work. Players start with a hand of three cards, each of which has two effects: a “tactics” option to score a substantial amount of extra points, and a “command” text that offers a one-off special effect. The former might involve a foray deep into enemy territory, or slaying the enemy general. Examples of the latter include minor stat buffs or the ability to explode a relic, causing damage to models in the vicinity. You re-draw at the start of each turn, so there’s real use-it or lose-it motivation to engineer situations where you can benefit, further influencing your thinking.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging. The unexpected is always around the corner, forcing you to adapt your plans on the fly and spot possible openings for your cards and special powers to really make a difference. And of course, the twists and turns of fate and strategy also make for an excellent storytelling medium, with lots of memorable highlights, accentuated by the fantastic physicality and detail of the miniatures and terrain.

Between dice, cards and maneuver, cramped in by that ever-looming four-turn time limit, Spearhead: City of Ash has a cinematic knife-fight quality that’s highly engaging.

However, all that narrative drama comes at a price. The cost of so many possible things that can happen in a battle is that you need rules for them. While this is certainly more accessible than the full Age of Sigmar experience, and although the rulebook gives you a very helpful step by step set of tutorials to learn the ropes, there’s a lot of complexity to master. In particular you’ll need to grapple with all the rules for the enemy units as well as things like relics and cards if you want to play well. Don’t mistake this for something you can just pick up and play on occasions you feel like it. Between building fiddly figures and mastering all the special rules, Spearhead requires you to dedicate time to it.

The One Flaw

For enthusiasts, or even those who are new to the Games Workshop hobby, Spearhead: City of Ash has one particular unfortunate flaw. In Spearhead you don’t pick units for your army, but choose one of a number of different pre-selected forces to fight with. In theory all the options are supposed to be roughly balanced, but in practice there’s a fair amount of disparity. The Sentinels of Embergard included here are one of the weaker options around and their opponents, Crixxit's Kill-Pack, are among the stronger. In time, Games Workshop may well tweak the unit stats through FAQs and its online app but right now this is not a fair fight.

Where to Buy

Matt Thrower is a contributing freelance writer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.



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Friday, June 26, 2026

The Tiny TMNT Arcade Cabinet Hit Its Lowest Price of the Year During Prime Day

Arcade cabinets have made a major comeback over the last few years, with companies like Arcade1Up bringing replica cabinets to market that can transform any room. While these units are highly sought after, they take up so much space, so it can be challenging to find a place for one. However, there is a perfect line of arcade cabinets from Numskull that addresses this very problem: Quarter Arcades. These cabinets are 1/4 scale, so they take up much less space than a traditional arcade cabinet.

As part of Amazon Prime Day, you can score the Teenage Mutant Ninja Turtles Collector's Edition Mini Arcade Cabinet for $214.19, which is the lowest we've seen it all year. Grab a slice of pizza, and prepare to transform your office with this unique mini arcade cabinet!

Teenage Mutant Ninja Turtles Collector's Edition Mini Arcade

The Teenage Mutant Ninja Turtles have been in video games for a long time. Since the late 80s, we've seen TMNT games released very consistently, and one of the most memorable for many is Teenage Mutant Ninja Turtles for Arcade (later renamed Teenage Mutant Ninja Turtles II: The Arcade Game when released on NES). This Quarter Arcade cabinet has the original 1989 Teenage Mutant Ninja Turtles arcade ROM, so it's just as you remember.

As a mini arcade cabinet, this unit sits at 16.9 inches tall, and is one-quarter the size of a standard cabinet. Despite the smaller scale, Numskull has kept this cabinet as authentic as possible to the original, with all retro artwork and details recreated. That even extends to the screen, which is a full-color mirror screen to mimic arcade cabinets of the time.

The TMNT Collector's Edition Mini Arcade Cabinet includes a rechargeable battery, so you can place it anywhere and not tie it to a wall. The smaller size is also a huge plus, as you can fit this unit in an office or on a shelf, which just isn't possible with a full-size cabinet. If you've been on the hunt for a unique addition to your gaming setup, this could be a great option.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Squid Game X Codes (June 2026)

If you're looking for Squid Game X codes in Roblox, IGN's got you covered! In this article, you'll find a list of active and working Squid Game X codes in June 2026 that you can redeem for free rewards, including money to spend on outfits in the in-game store.

Active Squid Game X Codes (June 2026)

Here are all the active Squid Game X codes in June 2026 and the free rewards you get for redeeming them:

  • $1M$ - 250 Coins (NEW!)
  • MYSTERYWIN - 30 Coins
  • TOPPLAYER - 20 Coins
  • GOLDRUSH - 50 Coins
  • FINALROUND - 20 Coins
  • REWARDZONE - 20 Coins
  • POWERHOUR - 30 Coins
  • WINTHEGAME - 30 Coins
  • MAXBOOST - 20 Coins
  • $750K$ - 40 Coins
  • BIGSPREE - 30 Coins
  • POWERHOUR - 30 Coins
  • MEGAPRIZE - 30 Coins
  • LUCKYSHOT - 20 Coins
  • STACKBOOST - 30 Coins
  • DOUBLELUCK - 20 Coins
  • EXTRABONUS - 30 Coins
  • FREEWIN - 30 Coins
  • BONUSLEVEL - 30 Coins
  • 500K_LIKES - 100 Coins
  • NEVERLOSE - 40 Coins
  • FASTPASS - 30 Coins
  • STACKED - 40 Coins
  • LEVELUP - 20 Coins
  • 400K_LIKES - 100 Coins
  • ONECHANCE - 20 Coins
  • PROPLAYER - 40 Coins
  • QUICKWIN - 40 Coins
  • WINBIG - 40 Coins
  • PERFECTRUN - 30 Coins
  • DAILYBOOST - 30 Coins
  • 350K_LIKES - 100 Coins
  • RISKYPLAY - 20 Coins
  • REWARDTIME - 30 Coins
  • RAININGCASH - 40 Coins
  • $1M$ - 40 Coins
  • $500K$ - 40 Coins
  • $250K$ - 50 Coins
  • FRONTMAN - 75 Coins
  • VALENTINES - 200 Coins
  • FASTCASHOUT - 40 Coins
  • FREEPOWER - 30 Coins
  • RISINGSTAR - 30 Coins
  • MEGACOINS - 40 Coins
  • FIRSTPLACE - 30 Coins
  • BONANZA - 40 Coins
  • CASHBLAST - 30 Coins
  • SUPERJUMP - 40 Coins
  • PENTA - $35
  • 150KLIKES - $55
  • UPDATE11RELEASE - $75
  • MINGLE - $45
  • $100K$ - $50

All Expired Squid Game X Codes

The following Squid Game X codes no longer work and can't be redeemed as of June 2026:

  • UPDATE7RELEASE
  • $100M$
  • BAXTRIX_2
  • *100KLIKES*
  • ^100MIL^
  • +80KLIKES+
  • 75MIL
  • 20KCONC

How to Redeem Squid Game X Codes in Roblox

Follow the steps below to redeem Squid Game X codes and claim free rewards in the Roblox Experience:

  1. Open the Squid Game X Roblox Experience.
  2. Once in the dormitory, you'll see a floating present ahead of you on the right.
  3. Interact with the present that says, "Group Reward"
  4. Input your code into the "Insert you code here!" field, double-checking for typos.
  5. Press Enter and if active, your code will be redeemed.

Why Isn't My Squid Game X Code Working?

If the Squid Game X code you're trying to redeem isn't working, it's likely because of one of the following reasons:

  • The Squid Game X code is expired
  • There's a typo or accidental space in the code

When inputting a Squid Game X code into Roblox, ensure it's spelled correctly and that there are no accidental spaces before or after the code. We'd recommend copying and pasting codes straight from this page to ensure they're correct as we've tested and verified them.

If the Squid Game X code still isn't working, it's more than likely expired and can no longer be redeemed.

How to Get More Squid Game X Codes

Outside of bookmarking this article, the best way to get more Squid Game X codes as soon as they become available is to join the redifi Roblox Community. The creator posts new codes there the second they're released.

Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she's not working, you can find her playing an RPG or making miniatures.



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Thursday, June 25, 2026

The Best Pokémon TCG Prime Day Deals - Hand-Picked by Our Deals Experts

If you're looking to upgrade your Pokémon TCG deck or hunt down some of the rarest pulls of the 2026 Mega Evolution series, you need to act fast if you want to get in on Amazon Prime Day deals for them. This sale only lasts from June 23–26, and Pokémon TCG products are notorious for selling out quickly, either to fans or to resellers looking to make a quick buck. Luckily for you, we’ve scoured the web to bring you the best Pokémon TCG deals we’ve found.

Pokémon TCG: Mega Evolution—Chaos Rising Elite Trainer Box

The first deal we’ve spotted is 20% off a Pokémon TCG: Mega Evolution—Chaos Rising Elite Trainer Box. This expansion was released in May, so it’s a tidy discount on a relatively new expansion, which is especially good for your wallet in the current 2026 secondary market. Fans have been hunting down that gorgeous, multi-hundred-dollar Mega Greninja ex Special Illustration Rare, with resellers pushing Elite Trainer Boxes (ETBs) well past their street price on resale sites. This ETB, currently $94.94 on Amazon, is down from $118.99, so it’s worth picking up.

The box plunges you straight into Pokémon Legends: Z-A lore. From the Amaazon product description: "The hustle and bustle of the city turns into havoc as Mega Floette ex brings turmoil to the streets. Filled with courage and determination, Mega Greninja ex gathers other powerful Mega Evolution Pokémon ex, including Mega Pyroar ex and Mega Dragalge ex, to ward off this growing threat."

In the box, you'll find nine Chaos Rising booster packs, a full-art foil promo card, 40 energy cards, and 65 exclusive Greninja card sleeves, along with your standard competitive TCG dice and fare.

It’s worth pointing out the official price for this ETB is $59.99 from Pokemon Center US, but with the cheapest deal on TCGPlayer right now being $103.49 + $30.00 Shipping, this deal is a steal.

Pokemon TCG: Mega Zygarde ex Premium Collection

This next deal cuts a couple of bucks off of the Pokémon TCG: Mega Zygarde ex Premium Collection. During Prime Day, it's priced at a neat $55.99, down from its typical $59.94 Amazon price.

Don't let the smaller discount fool you, though – this box is a sleeper hit. Mega Zygarde ex's main feature is its powerful attacks, hyped in its Amazon listing as being "capable of overwhelming opponents." Mega Zygarde ex is also featured on an included foil promo card, an oversized lenticular display card, and a sticker. The set also features eight booster packs drawn from different recent Pokémon TCG expansions.

MSRP was $39.99, but it’s currently going for ​$63.24 + $30.00 Shipping on TCGPlayer.

Mega Lucario ex League Battle Deck

Last, but by no means least, the Pokémon TCG: Mega Lucario ex League Battle Deck has the biggest saving on this list. This competitive powerhouse is down a massive 54% in the Amazon Prime Day sales, bringing it to $22.99 from its standard $49.99 list price.

This is a super competitive deck released in May that’s great for newcomers looking to get into the card game. You get a ready-to-play 60-card deck that can help you through strategies, or even expand on your skills if you’re a pro, right out of the box.

The real hidden value here lies in the deck list itself. TPCi loaded this build with some of the most sought-after staples in the current format, including the incredibly powerful Secret Box ACE SPEC, which lets you search your deck for an Item, Pokémon Tool, Supporter, and Stadium card, as well as the meta-defining Fezandipiti ex.

Buying it just to add those singles to your deck is worth it if you’re thinking of hitting up your local league nights. Inside the box, you’ll score that ready-to-play competitive 60-card deck, alongside a 6 Damage-counter dice, a coin-flip die, two coin condition markers and a custom deck box. Neat!

There's a whole host of Prime Day deals we've picked out for you this year, including some of the best general gaming deals we've found - make sure to check them out and treat yourself... It's nearly pay day after all!

Sara Heritage is a freelance journalist for IGN, specialising in Pokémon TCG. When she's not gaming, you’ll probably find her building yet another LEGO set she absolutely did not need, or chaining ranked matches in Pokémon Champions.



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Hopes for GTA 6 Trailer 3 Evaporate as Preorders Go Live Without a New Video From Rockstar

Fan hopes for GTA 6 Trailer 3 have been dashed after preorders went live without a new official video from Rockstar.

Last week, Rockstar Games revealed the cover art for GTA 6 and confirmed that preorders would go live on June 25. Many felt that a third trailer in this window would be a safe bet, as it would get the hype machine back up and running and push people to preorder the game. Instead, Rockstar released a big batch of new GTA 6 screenshots, which tease all kinds of new details about the game, but there's no Trailer 3.

Trailer 2 was released in May 2025 and it still has the game's old release date attached to it, a date that passed a month ago. Some had thought that Rockstar would want a new trailer that advertises the correct release date on it alongside preorders, but that doesn't seem to be the case.

"Weird decision to not have Trailer 3 go live now," said one fan on X. [...] "So this might be it... until July?!" "Personally, I'm really disappointed," said another fan. "Even though Rockstar never officially announced anything, we've been waiting for such a long time now." "No Trailer 3. No Gameplay. Come on, man," remaked another fan.

One fan even began to suggest that Rockstar is in a unique situation, as the lack of gameplay this close to launch would be cause for concern with any other studio: "If this was any other game/publisher, gamers would be saying, it must be something wrong with it or its not running as smoothly as they'd like etc."

Another user looked to the past to try and make sense of the decision. "Looking back at GTAV, pre-orders opened on November 5th, 2012, but the trailer didn't drop until 9 days later on November 14th," they said. "Not sure what to make of this. I really hope we get something concrete within the next 15 days, otherwise it’s getting ridiculous."

While some have made the argument that GTA 6 is so big that it doesn't even need marketing, Take-Two CEO Strauss Zelnick has indicated the opposite.

"[...] I do think no matter how big a franchise is, the consumers need to engage with that prior to release. And I think the motion picture business reflects that as well. So if you put out a sequel to Mission: Impossible, trust me, the studio is still going to spend a whole lot of money marketing that title, even though we kind of know what we're going to get and we know we're going to see Tom Cruise, and we're thrilled that we will. Marketing is still an important part of any entertainment release.”

It's unclear when we'll see the next trailer, but one can hope that it will be a proper look at the gameplay of GTA 6 rather than another story trailer. Fans are hungry to see how the game actually plays and what they'll be able to do in it. It may be another month before we get such a thing, as Rockstar is planning to roll out a new GTA Online update in July, which will likely take center stage for marketing for a few weeks. So, maybe there is no GTA 6 Trailer 3, and Rockstar will skip straight to a gameplay reveal.

GTA 6 will release on November 19 for Xbox Series X and S and PS5, and cost $79.99 for the standard edition and $99.99 for the Ultimate Edition, which includes a boatload of extra content including cosmetics, weapons, and access to certain shops and missions. Unfortunately for physical media lovers, GTA 6 won't be released on a disc at launch.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



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