Friday, August 28, 2026

Save 42% Off the PS Portal, the Only Way You'll Be Able to Play Grand Theft Auto 6 on a Handheld

Grand Theft Auto 6 is out in November, but only for two platforms: PlayStation 5 and Xbox. That means you won't be able to play it on a handheld gaming PC or Switch 2 portable console for quite a while. If you do want to play Grand Theft Auto on a mobile type device from the comfort of your bed or couch away from the TV, the only easy way will be by using a PlayStation Portal connected to your PS5 console Fortunately, there's a way to get a massive discount on one today.

Xbox gamers can do the same with Xbox Ally using Remote Play, but the cost to own both devices is greater.

PlayStation Portal (Used: Very Good) for $147

Amazon Resale just dropped the price of the "Used: Very Good" PS Portal to $146.99 after a 30% off coupon that's automatically applied during checkout. This is an excellent deal considering the fact that Sony raised the retail price of the PS Portal from $200 to $250 just a few months ago. Amazon Resale is Amazon's official outlet for used items. Amazon states that this "Very Good" item "looks and functions as if it were new. Item may not come in original packaging." You still get the 30-day Amazon return policy so it's a much safer option than buying a used controller off Facebook Marketplace.

The PS Portal, Sony's handheld gaming accessory for the PS5 console, looks very much like an extended split-pad DualSense controller with an 8-inch 1080p LCD screen in the middle of it. It turns your PS5 into a gaming handheld by letting you stream games from your console at up to 60fps. The controller mirrors the same features found on the DualSense, including haptic feedback, adaptive triggers, and a touchscreen interface that replaces the Dualsense's touchpad. The Portal can stream your games even when you're outside of your home, with the caveat that you have access to very stable, very fast internet connection. Keep in mind that the PS Portal is not a standalone device. This is strictly a remote player for the PlayStation 5, so you will need a PS5 to use it.

You no longer need a PS5 to play games on the PS Portal. Now, rather than being limited to simply streaming games from a $500 console to a $200 handheld, Sony has introduced a feature that lets owners stream games directly from its PlayStation Now cloud streaming service. No PS5 required. Portal owners can either connect the Portal to their PS5 or directly to Sony’s cloud servers (with some new quality of life beta updates that launched in April). Choose the latter and suddenly you have access to a library of more than 120 games, including Ghost of Tsushima, Resident Evil 3 Remake, The Last of Us Part 1 Remastered, and Marvel’s Spider-Man: Miles Morales. It’s worth noting you must be a subscriber to the highest tier of PlayStation Plus, but $18 a month is much more attractive than paying for every new game.

It should be said that the PlayStation Portal isn’t the only way to stream your PS5 games over Wi-Fi within your home. You can mimic its functionality by downloading the PS Remote Play app on a mobile device, including other gaming handhelds like the Steam Deck. That said, it's more complicated to set up and you'll lose out on some of the DualSense's features.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.



from IGN Video Games https://ift.tt/wgupbCq
via IFTTT

Capcom Is Making Life-Sized Statues of Lady Dimitrescu and Albert Wesker, and the Internet Is Being Totally Normal About It

Capcom is making thirsty fans’ dreams come true for Resident Evil’s 30th anniversary exhibition, revealing that it will display life-sized statues of Lady Dimitrescu and Albert Wesker.

There’s something for everyone at Capcom’s RE anniversary extravaganza. Coming to the Shibuya BEAM Gallery from October 30 to December 24, the exhibition will feature real-life recreations of iconic items and creatures from the famous horror game franchise, including “life-sized models of villains crafted with meticulous detail,” as told by SaigaNAK.

Two of these villains have been revealed, and the reactions from the internet have not disappointed.

As posted on the exhibition's official website in late August, Resident Evil antagonist Albert Wesker and Village’s Lady Dimitrescu are getting life-sized statues at the Shibuya exhibition. Concept art for these sculptures have also been shared, showing Lady D sitting in an ornate, plush chair while Wesker stands tall, wearing his iconic sunglasses and trenchcoat combo.

It appears that both villains will be located in the Evidence of Horror section of the exhibition; Wesker is reportedly placed in the “parasites and biological threats” zone, while Lady Dimitrescu sits in the “zone dedicated to fungi and hallucinations.”

What’s more, Lady D’s statue is reportedly 290 centimeters tall (approximately nine and a half feet) — though it’s unclear if that will be the true height of the sculpture, given that she’s in a seated position.

Naturally, the internet wasted no time telling the whole world all about their upcoming heists of these statues.

“They better put it in bulletproof glass,” one user joked of Dimitrescu’s statue on X. Another simply posted a GIF from National Treasure, showing Nick Cage saying his iconic line: “I’m gonna steal the Declaration of Independence.”

“If true, they are gonna need 'round the clock security for that thing, because I KNOW multiple people will try to run a heist for it,” another remarked.

Somehow, these replies aren’t as freaky as the comments regarding Leon Kennedy’s life-sized statue, which will also be displayed at the Shibuya exhibition. (You can imagine how that went down when it got announced earlier this month. We fear Capcom will legitimately need 24/7 security for that particular sculpture.)

In the meantime, fans can get their Resident Evil fix by checking out our interview with Zach Cregger about his upcoming movie adaptation of the franchise, which comes to theaters next month.

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.



from IGN Video Games https://ift.tt/56gfzJL
via IFTTT

Thursday, August 27, 2026

Helldivers 2 Boss Happy That GTA 6 Is Skipping PC at Launch and There's No Online Right Away

Pretty much everyone expects the November launch of GTA 6 to dominate the world of entertainment — indeed that’s one of the reasons we have a September crush of video game releases. But according to the CEO of Helldivers 2 developer Arrowhead, there are two very good reasons why developers shouldn’t be too worried.

Speaking to IGN, Arrowhead boss Shams Jorjani said that the lack of a PC version of GTA 6 at launch, as well as the absence of whatever the next generation of GTA Online looks like, means there’s reason to believe games like Helldivers 2 retain their own space.

“Rockstar makes ridiculous, high-effort stuff and it's awesome that games like this get made,” Jorjani said. “On a selfish level I'm happy it’s not hitting PC right away, and that online isn’t dropping at launch. It means Helldivers 2 gets to keep crushing it in our own space, and is also why it won’t be the all consuming behemoth everyone’s worried about.

“Everyone in the industry right now is constantly pivoting strategies and obsessing over early player feedback just to survive. But Rockstar has the brand power to confidently take their time and run their classic play. They have the confidence and freedom to spend a decade doing things the old-school way because they know the core game will deliver. It’s going to raise the bar for sure.”

Of course, Helldivers 2 is also out on console (it’s a PlayStation Studios game and Sony owns the Helldivers IP), but the explosive co-op action game is particularly strong on Steam, where it retains a loyal and sizeable audience of fans even now, two-and-a-half years after launch.

You’d image that the launch of GTA 6 will have an impact on even PC games, but perhaps long-running Steam games that revolve around online play will prove more resilient than others. Let's remember: GTA 6 is a single-player game at launch. There's no online mode at all this November.

GTA 6 is also set for launch on PlayStation 5 and Xbox Series X and S only, which in 2026 feels like an odd release strategy but is in keeping with Rockstar’s playbook. Jorjani touches on this in his comment — Rockstar is perhaps one of the few video game developers around that can guarantee success even skipping PC. GTA 6 is just that big of a deal. There’s nothing like it.

Be sure to check out IGN’s GTA 6 official gameplay reveal live blog, where we’ll bring you all the news across the internet on today’s Netflix exclusive and beyond.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



from IGN Video Games https://ift.tt/xeW7mDi
via IFTTT

Wednesday, August 26, 2026

Guns of Eschaton Is a Soulslike Shooter for the Genre’s Most Masochistic Fans | gamescom 2026

It has been a long time since a soulslike truly humbled me. After a decade of playing FromSoftware’s games and their flock of imitators, I’ve earned a more-than-solid understanding of how to achieve victory without hurling a controller into the TV. It turns out there is some truth in the “soulslikes aren’t actually hard” line that the genre’s most battle-hardened fans parrot on Reddit – after you’ve mastered the fundamentals, climbing the Souls mountain isn’t quite the impossible challenge it first seems.

Guns of Eschaton isn’t your typical soulslike, though. It’s a first-person shooter set in an apocalyptic weird west, a setup that means a great deal of your third-person melee-focused muscle memory is utterly useless here. While it still adheres to the genre’s core rules – you earn level-up currency from kills, lose it when you die, have to fight tooth and nail to reach the next bonfire checkpoint, and can battle alongside a co-op ally – it has so many of its own complicated quirks that playing it feels like learning to walk all over again. Chief among the new challenges to adapt to is that most of your enemies wield ranged weapons, and so a walk through the Old South feels like dealing with Anor Londo’s army of archers all over again.

Over the course of a recent two-hour demo, I suffered through dozens of deaths on the path to understanding Guns of Eschaton’s gunpowder-heavy rethinking of the soulslike. The most important aspect is, of course, your weapon. Developer Eschatology Entertainment has recreated a number of authentic 19th-century firearms, and throughout my demo I used a six-shot single-action revolver. It’s an admirably fiddly piece of hardware; the hammer must be cocked before each pull of the trigger, and the empty shells must be ejected one-by-one before refilling the cylinder with fresh ammunition. Reloading is an excruciatingly lengthy ordeal, and getting caught in the open with six spent cartridges is a death sentence.

You can also manually rotate the cylinder to line up specific chambers, a function that becomes important when you begin to acquire bullets with special properties, such as armour piercing or more esoteric, cursed projectiles. While the demo didn’t allow me to tinker with this system in any depth, I can already see the potential of arranging a full drum of different bullets, firing them off in sequence to cause maximum pain.

What I did get a better handle on is Guns of Eschaton’s shot sequence system. While you can dispatch enemies by simply pumping lead into them, you can achieve much more efficient kills by shooting them in particular patterns. The bucked-headed Serviteur, for instance, can be quickly eliminated by blasting its left and right leg in sequence. The rifle-wielding Severed Lawman, meanwhile, must be capped in the left leg, left arm, and then the head. Your gunslinger is equipped with a book, and pulling it out while looking at one of your ragged foes will flick to the relevant page that reveals the correct sequence.

Your gunslinger’s bullet-stopping powers are a vital part of each engagement.

Having only been able to play for a couple of hours, I’ve yet to decide if this sequence system is a work of genius or simply much too complicated. In general, I’m very much drawn to games that radically rethink genre conventions – I adore Doom Eternal’s lock-and-key approach, and there’s an echo of id Software’s divisive design in Guns of Eschaton. Repeating enemy types makes it easy to commit sequences to memory, and each new foe introduces a one-off scramble to do field research under fire. But even on its higher difficulty levels, Doom Eternal was never quite as punishing when it comes to progress lost, and the Doom Slayer didn’t have to reload any of his weapons, never mind feed in each cartridge one at a time. And yet, the approach ensures there’s purpose in each stand-off, so much so that even “cannon fodder” enemies are combat puzzles to solve. I admire Eschatology Entertainment’s dedication to making each and every enemy feel like a duel.

Side note: there is a dedicated duel mechanic, which demands you stay perfectly still and only fire back after deflecting the enemy’s shot. But this is how almost every face-to-face shootout functions, so at least at this early stage the dueling feels a bit redundant.

Oh yeah, you can deflect bullets. Guns of Eschaton wouldn't be able to lay claim to the soulslike badge if it didn’t have a parry system, and your gunslinger’s bullet-stopping powers are a vital part of each engagement. Enemy weapons emit a flash of light and make a mechanical “chambering” sound before firing, which is your cue to perform a parry. A pair of spectral arms shield your face, and perfect timing triggers a brief window of slow-motion within which you can fire off a damaged-buffed counter-attack. As with so many melee action games, it’s a source of deep satisfaction. However, there are some frustrations that come as a result of this being a shooter – often there are multiple enemies firing at you simultaneously, and parrying plus countering all incoming attacks is a difficult exercise. Additionally, I’d often be shot at by snipers I’d not yet seen, which blindsided me with crippling damage. It felt cheap in a way Dark Souls’ surprise hidden enemies typically don’t.

In a game that already asks you to relearn many of the fundamentals of both the first-person shooter and the soulslike, there are multiple other new ideas that I was only able to briefly touch. There’s a library of abilities to be acquired from the world’s NPCs, plus a magic system with both prayers and curses, but the thing that interests me most is the bandolier worn by your protagonist. Creative director Fuad Kuliev tells me it can eventually be filled with unique handguns, each equipped with its own custom-arranged cylinder of special bullets. With multiple guns ready to go, you can fire off every round in one and then pull out the next, allowing for uninterrupted battle. It’s an approach with exciting potential – I’d love to craft a bandolier tailored to each of the game’s boss fights.

I’ve yet to decide if the shot sequence system is a work of genius or simply much too complicated.

While I didn’t face any of those bosses in the demo, the trailers suggest there’s an array of fantastic-looking horrors waiting in the decaying wastes of the west. That won’t come as a surprise to those who know the name Viktor Antonov, the art director of Dishonored, Half-Life 2, Wolfenstein: The New Order, and now Guns of Eschaton. Antonov sadly passed away last year aged just 52, a tragic event that has somewhat uncomfortably become the focal point of Eschatology Entertainment’s promotional material, which constantly references that this is his final project (which is not strictly true, as Antonov also worked on the still-in-development Forest Reigns).

The Bulgarian artist’s distinct style is clear to see in Eschaton’s world, with his bold, brutalist line work that previously created gaming’s best dystopian cityscapes now present in the frontier’s sheer cliffs and chunky details. So far I wouldn’t say it’s as striking as his work on Dishonored, in part due to the demo’s sparse desert area lacking the lived-in character that Dunwall communicates, but – as with the bosses – the trailers suggest there’s plenty of his magic in later environments.

I won’t lie: getting through Guns of Eschaton’s demo was arduous. Everytime I felt like I’d conquered a milestone – mastering the parry, nailing the sequence system, paying proper attention to how many shots were in my cylinder – I was knocked back down by a bleed-inflicting beartrap, a surprise stick of dynamite, or an encounter with the Glutton, a grotesque priest who relentlessly tracks you with a damaging energy ray. But while I left the preview session feeling rather dejected by my inability to truly connect with it, I can’t help but wish I was back in Guns of Eschaton’s world, tinkering with bullet arrangements and finding new solutions to the seemingly never-ending array of frustrating horrors. That’s the curse of being a soulslike fan, I guess – you really do become a masochist.

As with Bloodborne, my initial introduction to the genre, I’m entranced enough by the world and systems to want to endure the painful processes of “gitting gud.” And with any luck, the promising depths of Guns of Eschaton’s campaign will make it worth enduring.

Matt Purslow is IGN's Executive Editor of Features.



from IGN Video Games https://ift.tt/6bRYh8f
via IFTTT

Chronicles: Medieval Is Exactly as Dense and Complicated as You Thought It Would Be | gamescom 2026

Key Preview Takeaways:

  • The scale and detail of the battles simultaneously is very impressive.
  • Being able to jump into a commander at ground level for more of a third-person action mode is really cool.
  • It's got plenty of cool stuff but it'll put the "early" in Early Access if you decide to jump in before 1.0.

Chronicles: Medieval is one of those incredibly dense strategy games that almost immediately feels intimidating to try your hand at just because of how complicated and meticulously detailed it is. Sure, sending hundreds of your Holy Roman Empire soldiers over a hill to go lay the smack down on those smarmy Frenchmen sounds great, but are you prepared to spend hours obsessing over whether or not your mercenary troops have the right weapons to deal with the heavily armored cavalry, or if your soldiers have shields big enough for them to survive a couple volleys of arrows? This historically accurate battle simulator combines elements of an RPG, an action game, and, of course, a strategy game in a way that seems specifically designed to attract those who enjoy going all the way to the bottom of the rabbit hole. That appeals to the hopeless nerd inside me, making this one I’ll definitely be keeping an eye on as it enters early access next year.

Taking place during The Hundred Years’ War, Chronicles: Medieval makes you the commander of an army for one of its three playable factions: Britain, France, and the Holy Roman Empire. As you grow your ranks, take on increasingly formidable armies, and explore the world, you’ll inevitably be drawn to large-scale Total War-style battles against rival factions, where glory or costly defeat awaits you. Historical accuracy is clearly a focus here, as any history nerd will certainly note, but developer Raw Power Games also doesn’t want that accuracy to get in the way of having fun, as they specifically shouted out when they showcased a mounted commander wielding a polearm for some reason – maybe not exactly common, but if that’s what you’re into, go for it!

The 30-minute demo I saw started in the overworld, called the Exploration map, which gives a macro view of the world – each country’s various regions and the controlling lord there (including coats of arms that are rooted in history, which is a nice touch) – but you’ll also drill down more granularly to your surrounding area as you set off on your campaign across Europe. With 209 regions, each with at least one settlement to visit and castle to storm, there seems to be quite a lot to explore, with dynamic points of interest scattered along the way, filled with things like bandit camps, mercenaries to be hired, and opportunities for trade. Naturally, you’ll also have to worry about enemy armies marching around, who might try to make a meal of your army.

With 209 regions, each with at least one settlement to visit and castle to storm, there seems to be quite a lot to explore.

And that’s where the real excitement in Chronicles: Medieval lives. Squaring off against hundreds of enemies, where you’ll need to put the full force of your various military arms to clever use by precisely positioning troops, barking out commands to adapt to the enemy’s movements, and, to give your men that extra edge they need, taking to the battlefield yourself to cut the enemy down to size. The battle that was the focus of my demo took place in continental Europe on the rolling hills of Burgundy, where our host Holy Roman Empire soldiers stared down a French company of equal size in the middle of a valley. The level of detail in this encounter was pretty impressive, as each individual soldier could be inspected, and their equipment and power level evaluated.

My favorite texture here was how troops were divided into three types: Household, Mercenary, and Levies – particularly how that difference impacted their effectiveness in battle. Household troops, who come from noble backgrounds and are the best equipped, are naturally also the most costly and difficult to train, but pay off by being highly effective in combat. Meanwhile, Mercenary troops are hired professional fighters with middling potential, while Levies, conscripted soldiers fighting because they were forced to, are down at the bottom. The main stat that determines the effectiveness of these groups is “cohesion,” which determines how well these troops work together. For example, the high-cohesion Household troops were tightly and efficiently packed together in formation and able to withstand stampeding cavalry fairly well, if properly armed for the job, while Levies were spread far apart, tended to be broken apart easily by charging enemies, and were even sometimes armed with farming equipment like pitchforks instead of real weapons of war. Seeing these disparate groups interact with one another in battle was quite fascinating to watch!

The strategy part of Chronicles: Medieval is pretty similar to something you might expect from a proper strategy/sandbox game, where you’re floating above the area and issuing commands to each part of your army individually. For example, you might want to send your cavalry ahead and flank around behind the enemy, while you send infantry forward and tell them to enter special formations like the “spearwall” that’s highly effective against mounted units. During this battle planning phase, you can augment all sorts of things with your armies as you chart out a winning strategy, like how you can thin out your men across a wider area, which gives them better coverage, but makes them more susceptible to charging enemies by spreading themselves too thin. It’s also a neat touch that, once the battle starts and the arrows start flying, you can issue additional, real-time commands, and only those units who haven’t received more specific instructions from you earlier will comply.

They also showed us the commander taking the field themselves, which transitioned things from an eye-in-the-sky view to a third-person perspective, complete with action-packed melee combat. Either on a mount, where crossing the battlefield and taking down enemies from a relatively safe distance also made it easier to bark updated orders to your men, or on foot, where it was much easier to impose your will on specific enemies that were giving your troops trouble, both of which looked like a blast.

Unfortunately, before I got to see too much of this, we did encounter a crash that abruptly shut down the demo, which is why it’s probably a good time to highlight the early access nature of this ambitious strategy game. As the first project from Raw Power Games, which is by their own account in a quite unfinished state, it will likely be a while before this lofty beast of a project doesn't have some serious rough patches. If you’re at all averse to the sometimes rocky process of playing a game before it hits 1.0, this one might be especially tough to stomach with how much it’s swinging for the fences. But if it gets there, buckle up.

While you're here, check out these previews of other big upcoming games we've played recently!

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.



from IGN Video Games https://ift.tt/fPtgmvY
via IFTTT

Tuesday, August 25, 2026

Every Magic: The Gathering Set Confirmed for 2027 (So Far!)

So much has been made of Universes Beyond, Magic: The Gathering’s crossovers with other IP, that many have dubbed the game “the Fortnite of card games”.

2026 saw seven sets in a single calendar year, which means that—at the time of writing—we’re transitioning from Marvel Super Heroes to The Hobbit. 2027, however, will be different: Not only is Wizards of the Coast cutting the number of sets down to six (with three Universes Within and three Universes Beyond), but we won’t get a double-helping of Universes Beyond at all - hooray!

Here’s all we know about Magic’s 2027 sets so far, and what to expect from them.

Nauctis: The Sunken Realm

February 5, 2027

The first set of 2027 will debut in early February, and it’ll take us to Nauctis. This “Sunken Realm” is all about being under the waves, so you can expect some deep-sea humans alongside merfolk, homarids, and seals.

Here’s Wizards of the Coast’s synopsis: “As tensions bubble between two warring kingdoms, a group of unlikely heroes must rise to the occasion—or their home will be swallowed up by the abyssal depths of the ocean. Adventures await under the water, and players will come face to face with fearsome creatures that dwell far, far from the surface.”

Kamigawa: Titanbreach

June 4, 2027

2026 saw two trips back to iconic planes with Lorwyn and Strixhaven, and in 2027 we’re heading back to Kamigawa.

The cyberpunk-infused setting will see a huge shift when the Ikoria plane crashes into it, leading to a mechs versus kaiju set.

“Return to Kamigawa and harness the power of next-generation mechs that can match the might of any titan. The Kamigawans will need all the help they can get, because the behemoths of Ikoria may be the greatest threat this plane has ever seen.”

“And if you'd rather be the monster than fight them, you can harness your favorite creatures from Ikoria in the battle for the city. Suit up, get ready to rumble, and witness a battle on a scale you've never seen before.”

Zhalfir

October 1, 2027

Zhalfir sounds a lot like it’ll be a love letter to longtime Magic fans, arriving as its own plane and bringing back the legendary chronomancer, Teferi Akosa.

It’ll lean into the afrofantasy subgenre, but we don’t know much else about it just yet.

“Immerse yourself in the beauty of Zhalfir and harness innovative new forms of magic. The minds behind this plane have crafted some especially mind-bending cards, each embracing the unique visual design of Magic's take on the afrofantasy genre.”

“And because Zhalfir is so closely tied to an era of Magic that many players hold dear, we're honoring its legacy in every aspect of the set. This is Magic: The Gathering as you remember it, crafted with the love and care of our contemporary design philosophy.”

Universes Beyond

We are yet to have anything confirmed for 2027 Universes Beyond, but that won't stop us speculating on what could be in store. For now, we have the dates in which we should expect the three sets.

  • April 5, 2027
  • August 6, 2027
  • November 19, 2027

Beyond that, if you'll pardon the pun, the only piece of info we have is from Hasbro CEO Chris Cocks notes in the recent earnings report. Cocks noted feedback on recent Universes Beyond sets, which have run the gamut from two trips to Middle-Earth, just as many visits to New York City, every single Final Fantasy, and, soon, Star Trek.

“The one thing I'll say on the Universes Beyond partners that we have next year is they'll probably be a bit more fantasy-adjacent," he explained.

"And I don't think any of them will take place in New York City because we definitely have gotten that feedback from some fans."

From that, there are a lot of potential crossovers that would be fun for Magic: The Gathering, but the idea of refocusing on fantasy IP certainly is interesting.

We've recently predicted it could be anything from Games of Thrones, to Elden Ring, Warhammer: Age of Sigmar, The Legend of Zelda, The Witcher, and something else Marvel related. But, that's purely speculation, and we shall have to wait and see what is officially announced later this year.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.



from IGN Video Games https://ift.tt/5A7daFv
via IFTTT

Monday, August 24, 2026

Magic: The Gathering Unveils Masters of the Universe Secret Lair Drop Featuring He-Man and Skeletor

We just took a swing at predicting Magic’s Universes Beyond sets for 2027, but the long-running card game’s Secret Lairs are much harder to predict. Case in point, the next one stars He-Man, Skeletor, and other classic characters from the Masters of the Universe franchise.

Dubbed “The Most Powerful Superdrop in the Universe,” Wizards of the Coast teased the set at MagicCon Amsterdam in recent weeks, but now we have the full list. Here’s what’s included when they go on sale on September 14.

Magic’s Next Secret Lair Stars He-Man and Skeletor

The Superdrop contains five sets of cards, with three including five cards and two having six.

“By The Power of Grayskull” is all about He-Man and Man-at-Arms, as well as Orko. It includes the following:

  • 1x Winota, Joiner of Forces as "He-Man, Champion of Eternia"
  • 1x Crackle with Power
  • 1x Delina, Wild Mage as "Orko, Trollan Magician"
  • 1x Bruenor Battlehammer as "Man-at-Arms, Master Tactician"
  • 1x Konda's Banner as "He-Man's Battle Harness"

“Nyah-ha-ha!” is all about the legendary baddie Skeletor, who is offered as a reprint of Tinybones, the Pickpocket. Props to Wizards of the Coast for leaning into the meme with Tasha’s Hideous Laughter pulling double duty as Skeletor’s Villainous Glee.

  • 1x Tinybones, the Pickpocket as "Skeletor, Lord of Destruction"
  • 1x Tasha's Hideous Laughter as "Skeletor's Villainous Glee"
  • 1x Bottomless Pit
  • 1x Necrogen Mists as "Evil Warriors' Shroud"
  • 1x Breach the Multiverse as "Rally the Evil Warriors"

She-Ra gets her own set, too. “She-Ra, Princess of Power” includes the titular royal, Swift Wind, Bow, and Catra, as well as a neat-looking full-art Sol Ring.

  • 1x Sisay, Weatherlight Captain as "She-Ra, Princess of Power"
  • 1x Silence
  • 1x Emiel the Blessed as "Swift Wind, Steed of She-Ra"
  • 1x Hajar, Loyal Bodyguard as "Bow, Master Archer"
  • 1x Kutzil, Malamet Exemplar as "Catra, Force Captain"
  • 1x Sol Ring (Full Art, Textless)

The other six-card set includes Man-E-Faces, Beast Man, and Teela, as well as The Sorceress, Evil-Lyn, and Trap Jaw. It’s called “Allies and Enemies of Eternia”.

  • 1x Sakashima the Imposter as "Man-E-Faces, Actor of Eternia"
  • 1x Kona, Rescue Beastie as "Beast Man, Savage Henchman"
  • 1x Ertai Resurrected as "Evil-Lyn, Evil Warrior Goddess"
  • 1x Derevi, Empyrial Tactician as "The Sorceress, Heroic Guardian"
  • 1x Samut, Voice of Dissent as "Teela, Warrior Goddess"
  • 1x Tetsuo, Imperial Champion as "Trap Jaw, Wizard of Weapons"

Last but not least, “Sold Separately” is a fun nod to the mounts and weapons of the He-Man universe, and includes Battle Cat, the Sword of Power, and a particularly slick Command Tower that has two sides.

  • 1x Fortune, Loyal Steed as "Battle Cat, Fighting Tiger"
  • 1x The Gitrog, Ravenous Ride as "Panthor, Savage Cat"
  • 1x Throne of the God-Pharaoh as "Bone Throne"
  • 1x Sword of War and Peace as "Sword of Power"
  • 1x Command Tower (Double Sided)

Each drop is $29.99 for the non-foil version and $39.99 for the foil one, but by spending $149, you’ll get an additional promo card, Swan Song, complete with He-Man art. If you want the whole lot in foil and non-foil, you’ll need to spend $334.99.

For more on Masters of the Universe, check out all we know about its success on streaming services — and what it could mean for a sequel.

Latest MTG Deals

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.

This article contains contributions from Robert Anderson.



from IGN Video Games https://ift.tt/MD9U8Xq
via IFTTT

Save 42% Off the PS Portal, the Only Way You'll Be Able to Play Grand Theft Auto 6 on a Handheld

Grand Theft Auto 6 is out in November, but only for two platforms: PlayStation 5 and Xbox. That means you won't be able to play it on a...