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The League of Legends trading card game, Riftbound, is back with another set this year in the form of Unleashed. The latest set is already available in China, with a global release on May 8th. With this set comes new mechanics such as Ambush, XP, and Stun, just to name a few. There’s even a new card rarity and some extra love to the huge roster of Legends like Vex and Vi, who are prominently featured in the new champion or pre-constructed decks. This is the TCG’s third set, which signals one step closer to a simultaneous global release – something fans can appreciate after the recent bans. From what I’ve played so far, these new additions seem to showcase a bit more power creep than what I experienced in the last set.
First and foremost, the champion decks continue to be the best jumping-in point for new fans of the game. As mentioned earlier, the two new decks releasing alongside the booster set are led by the Legends Vex and Vi. I was able to play games with both, and each showcased the set’s new mechanics fairly well. The Vex deck, for instance, uses both XP and Stun fairly extensively. Sometimes pre-constructed decks shoehorn in certain cards because they’re new, but I was able to utilize both mechanics often if my draws were lucky enough. To keep track of XP, there’s a card where you can keep tokens or dice on as you gain and use XP throughout a match. With XP comes new related keywords, Hunt and Level, that assist with the benefits of XP. For instance, the Mosstomper unit has Hunt 2, which means the player gains 2 XP when it conquers or holds a battlefield. This unit also has Level 3, which gives a buff of +1 Might and the Deflect status for protection. To attain Level 3, the player must have 3 XP or more on their tracker. As long as the XP requirement is satisfied, Mosstomper will always have this Level 3 buff when on the field. The same goes for spells and other cards with the Level keyword, like the card Combat Experience. Normally, this card gives +1 Might this turn, but it becomes +3 instead if Level 6 is achieved at the time of playing the spell. It’s an interesting mechanic that serves as another form of resource. It can be a lot to manage in the thick of all the action, so it’s probably not the best deck for beginners.

With that said, Stun is also a key mechanic in this Vex deck. Stunning a unit means they don’t deal combat damage that turn. So if a showdown triggers, stunned units don’t contribute to the total Might on defense or offense. It’s great to essentially take a unit out of the fight instead of completely destroying a unit through removal spells, which usually has a higher resource cost. Another cool use of Stun is slowing down aggro decks. For example, let’s say there’s a scenario where a unit with 1 Might is defending a battlefield, and a 3 Might unit with Accelerate is able to move into the attack right after being played. If the attacking unit is stunned during the showdown, the 1 Might unit survives and the 3 Might unit has to retreat back to base as defenders keep control on ties. If both had equal Might, they would typically destroy each other, but only one would perish if the other was stunned in this case. One key Stun card in the Vex deck is the champion unit, Vex Apathetic. In addition to having Deflect, she has a passive ability that stuns any opposing units that are played onto the field as long as she is on a battlefield. Those stunned units also can’t move that turn, which is a total counter to aggro decks. To be able to control how your opponents move or deal damage is such a strong ability in the right hands. Units aside, the Vex Legend card, which serves as your leader and passive ability from the start of the game, allows the player to draw one card when you hold a battlefield. Just some great value, if you’re keeping your opponent’s units at bay through stuns and XP abilities. Although rare, other new keywords like Backline and Predict make an appearance in this deck. Backline is the opposite of Tank, where that unit receives damage last. Predict is like Vision, where players get to look at the top card(s) of the deck, but now this keyword allows players to choose cards to go either on top or the bottom of the deck instead. Overall, the Vex deck felt solid to play, and it’s worth piloting if you can manage the XP resource and nuances of Stun.
The Vex deck felt solid to play, and it’s worth piloting if you can manage the XP resource and nuances of Stun.The Vi deck, on the other hand, has a much simpler playstyle featuring the Ambush mechanic. Ambush is just like Quick Draw, where cards can be played at Reaction speed, but it’s for units this time instead of equipment or spells. It’s yet another way to reinforce on both offense and defense, with the benefit of having another unit to stick around on the field. This Vi deck utilizes Ambush in an aggro strategy containing units littered with the Assault keyword, which raises a unit’s Might when they are attacking. Unlike the Vex Legend that has a nice plus for holding a battlefield, the Vi Legend is all about doing too much damage with these Assault units. The Legend Vi ability allows a unit to be readied if the player conquers a battlefield and assigns an excess of 3 or more damage to opposing units. For example, Vi Hotheaded has a Might of 3 but has an ability to double her Might this turn. If she attacks a battlefield with another unit with 3 Might and uses her double ability, she’s doing 3 excess damage now that her total Might is 6. This triggers the Vi Legend to ready any unit the player chooses. In Rengar Unseen’s case, the card has the ability called Ganking that allows a unit to move from one battlefield to another. Typically, units have to go back to base to go to another battlefield. If Rengar does 3 or more excess damage, he can be readied and sent to attack the other battlefield in the same turn. Between units like this and spells like Square Up that give units Assault 4, there are plenty of instances to overkill opposing units.
Unlike the Vex deck, there’s not much else to the Vi deck, other than maybe one instance of Stun and some Deathknell units to play token units. That’s not a knock on the deck, though, because the fairly linear playstyle means the Vi Legend is more likely to trigger. I’ve had a handful of instances where I conquered a battlefield for a point, readied an Assault unit, and brought them back to base to attack whatever my opponent plays on the next turn. If anything, this deck can be very overwhelming to play against if the player gets the right cards in hand. Even the stuns of the Vex deck may not be enough. For example, Vi Hot Headed could be swinging in with 6 total Might just on her own, while a cute Loyal Poro gains Assault 4 twice by Square Up bringing in another 11Might. Even if you stun one, the other one is still coming in with some major damage. The Vi player can even feint a bigger attack by not doubling Vi Hot Headed or playing the spell card yet. So prepare for some extra mind games while you’re being barraged by battle hungry units. Of the two, I preferred this deck the most due to the overwhelming nature of the aggro. It lands better on average than the stunning and XP of Vex. With that said, both decks came with some really powerful cards that had a bigger impact on me than the champion decks from the Spiritforged set.
Another offering alongside the decks this set is the Vault. Similar to Disney Lorcana’s Trove boxes, the Riftbound Vault serves as a tool for players to stash their decks while also getting some packs and exclusive goodies like three full art tokens. In addition, this set is also introducing the first ever Ultimate rarity tier in the form of Baron Nashor. It’s so rare that the chance of pulling one in a pack is 0.1%! Aside from having the new Ultimate tier, Baron Nashor is also a wildly strong card that literally creates its own battlefield. Not to mention, it cannot be targeted by spells or abilities and gives a +2 buff to friendly units. You might as well forfeit if you don’t have an army of units to smash into this thing or have a spell that doesn’t target like Unchecked Power. It’s a costly card to play, but it’s practically a game lock if it’s safe to do so.
Looking to the future global meta, we’re seeing some of it already with the China release back in early April. The decks topping so far include Master Yi Wuju Bladesman and Leblanc Deceiver. Master Yi is a green (calm) and orange (body) deck featuring new Unleashed cards like Master Yi Tempered and Vilemaw. The Master Yi Tempered unit has Hunt 2 for XP and gains Deflect and Ganking when the player is Level 6. With the Master Yi Legend buff to solo defending units, this sticky unit can hold a battlefield for a good while in the early to midgame. As for the tanky Vilemaw, the unit has Ambush and an overpowering ability that nullifies weaker opposing units that are in a showdown with it. Alongside the buffs and counter spells that green and orange provide, it’s tough to get around these units without making some sacrifices.
Speaking of sacrifices, the Leblanc Deceiver blue (mind) and yellow (order) deck is all about that in regards to her Legend’s ability to create reflections or temporary copies of allied units already on the field. Specifically, when the player conquers or holds a battlefield, the player can discard a card and create a readied temporary unit. That’s right! The temporary unit can also do things after being created, and they last throughout your opponent’s turn until your next turn begins. In addition to these reflections, many units in the Leblanc Deceiver deck have the Deathknell keyword, which gives effects when the units die. So if the opponent doesn’t choose to get rid of the reflections themselves, they’ll die anyway to reap the rewards. So much value! Some choice cards that capitalize on these combos include Leblanc Fragmented and Karthus Eternal. Leblanc Fragmented gives draw when she dies, which is always handy in a game where players only draw one card at the beginning of their turn. Karthus Eternal on the other hand allows units with Deathknell to trigger a second time. So instead of drawing one card when Leblanc Frangmented dies, she can draw two or even four in the right situation. This deck really ensures you see all the cards you need to make or break a game.

In regards to the unaligned release schedule and the meta, global players saw high performing decks ahead of their release, which means we usually see a flood of the same decks in many tournaments. The devs behind Riftbound understood this and that’s why we saw the first bans ever for the card game. Their concerns included unhealthy impacts to every level of competitive play, cards causing more problems as the game grows, and just plain not having fun. Having played a card game competitively for at least five years now, I’ve seen this happen with certain cards or deck archetypes and I totally understand the feeling. Eventually, the game will just not be fun anymore if certain cards or decks persist with overwhelming results. So it’s good to see these changes sooner rather than later.
Overall, this set is very promising, with a handful of new cards that feel very powerful out of the gate. The new Vex and Vi decks are both competitive and balanced, and the set’s mechanics make for intriguing mind games and interactions in these highly contested battlefields. Riftbound is still very young, and the team behind it is making sure this game prospers long after its honeymoon stage. For more on Riftbound, check out our hands-on impressions of the last set, Spirtiforged.
Mike Mamon is a Syndication & Digital Specialist at IGN, devil fruit user, and world-renown JoJo poser. Let's chat anime or TCGs on Bluesky @xpmnms.bsky.social


Slay the Spire 2 developer Mega Crit has released a new major patch for the roguelike deckbuilder sequel that pulls an Act 3 boss out of the game.
In an update on Steam detailing patch v0.105.0, available now in the beta branch, Mega Crit confirmed it had removed Doormaker, replacing it with Aeonglass.
The significant change comes as Slay the Spire 2 wrestles with pretty much constant review bombing campaigns in reaction to balance changes, including to Doormaker. In late April, Mega Crit addressed Doormaker and the complaints about its various frustrating abilities, insisting it wanted to give players the chance to get to grips with it.
"We are currently monitoring the Doormaker and looking at a combination in-game feedback, social media posts, and metrics," Mega Crit said at the time. "We want to give players time to adjust a bit, otherwise we'll be balancing around kneejerk reactions. Currently, from looking at millions of runs, Doormaker's overall difficulty/winrate is in a good place (slightly weaker than the other Act 3 bosses both in kill rate and damage dealt). However, we do want to ensure that its mechanics aren't too abrasive against certain playstyles."
Clearly, Mega Crit decided the game would be better off without Doormaker all together. But it will be interesting to see how this change goes down with players. Recent reviews for the game on Steam are “mostly negative,” with all English reviews still on “very positive.” As IGN has reported, Steam users in China will often take to review-bombing because they’re unable to express their frustrations with a video game in other ways.
“Doormaker has been replaced with a brand new boss, Aeonglass!” Mega Crit said. “While Doormaker had interesting micro decisions in the fight, he was over the complexity threshold of what we want and had lingering issues. We decided that starting over fresh will let us hit what we actually want for an Act 3 boss.”
Meanwhile, Mega Crit confirmed it had switched to releasing a patch every two weeks rather than one to help the development team work on bigger changes.
“This may be a bit surprising as the first game patched weekly, but it was a lot of work so it really sucked,” the developer said. “Anyways, the two-week cadence should make it less hectic for us, allowing bigger changes and more time working and polishing stuff before it goes out. It also allows more time for beta players to absorb and give feedback on changes.”
Elsewhere, Slay the Spire 2 now has The Bestiary. “While it's still an outline of what it will end up being, we hope that seeing these monsters and their animations and data (not yet implemented) all listed in a separate screen will be fun,” the developer added.
Slay the Spire 2 is still in early access, and will no doubt change significantly between now and its full launch. This latest patch makes a number of balance changes — check out the patch notes below to find out more.
Slay the Spire 2 beta patch notes - v0.105.0:CONTENT & BALANCE:General:
The Bestiary is now available in the CompendiumSilent:
Nerfed Blade of Ink card: Inky enchantment damage decreased from +2 -> +1Regent:
Slightly reworked Sword Sage card:Old: Sword Sage - Power - Cost 2(1) - Rare - "Sovereign Blade now hits an additional time."New: Sword Sage - Power - Cost 2(1) - Rare - "Sovereign Blade gains Replay 1."Among other things, this means that Sword Sage card now has synergy with Parry cardNerfed Bulwark card: Block decreased from 13(16) -> 12(15)Buffed Crescent Spear card: base damage increased from 6 -> 8Nerfed Patter card: Block gain decreased from 9(11) -> 8(10)Buffed Royalties card: Gold Gain from 30(35) -> 30(40)Defect:
Buffed Infused Core relic: now also gains "Lighting Orbs deal 1 additional damage."Buffed Hyperbeam: damage increased from 26(34) -> 28(36)Buffed Shatter card: now Evokes all of your Orbs twiceBuffed Tesla Coil+ card: damage decreased from 6 -> 4, but Lightning Triggers increased from once -> twiceBuffed Uproar card: damage increased from 5(7) -> 6(8)Colorless Cards:
Buffed Gold Axe card: in multiplayer, now deals damage equal to the number of cards played by ALL players, not just cards played by its ownerEnemies:
Reworked Doormaker to a new boss, AeonglassChanged Fossil Stalker: in multiplayer, now gains a set amount of Strength if it hits any player, instead of gaining Strength for each player hitChanged Haunted Ship: now applies 3 Weak on Turn 1 instead of applying Weak when it attacksBuffed Soul Fysh: Scream move damage increased from 11(12) -> 13(15)Ancients:
Reworked Tezcatara's Pumpkin Candle relicOld: "Gain 1 Energy at the start of each turn. Extinguishes at the start of Act 3."New: "Gain 1 Energy at the start of each turn. Extinguishes after 5 combats. Can be Kindled at rest sites."Added new Neow relics:Kaleidoscope (temp name) - "Upon pickup, gain 2 card rewards with cards from other characters."Fishing Rod - "Every 3 normal combats, Upgrade a random card in your Deck."Silken Tress - "Enchant all cards in the first card reward with Glam."Moved Tezcatara's Seal of Gold relic to option 3 so that it is in the same pool as Pumpkin CandleEvents:
Something special now happens if you have multiple Lantern Key cards (doesn't apply to multiplayer)ART:Added art for Friendship EpochAdded new power art for SmoggyAdded multi-hit animation for Corpse SlugAdded unstun animation for Rock BowlbugTweaked Vantom explosion to look right on shrunken VantomAdded a phobia mode alternate portrait for the Zen Weaver eventUSER INTERFACE & EXPERIENCE:Limited the total number of cards rendered when playing the Clone animation at a rest site to 15Added translation issue dropdown option to the in-game feedback formOutline darkness of continue button now matches the next dialogue arrowAdjusted Gremlin Mercenary combat enemy hitboxes, speech bubble, and intent positionsSkulking Colony's health bar now changes color to indicate that it cannot take any more damage this turnWhen hovering over stale dialogues at Ancients, all of the dialogues will become opaque instead of just the one currently being hovered overAdded a more informative error popup for Steam BadCert error in multiplayerIf you move a current_run.save with a modded character in it back to unmodded, you get an error instead of a black screenWRITING:Reworded Axebot death message to reflect that there is only 1 of them nowAdded more translated text for various languagesFixed translation errors in:GermanLatin American SpanishCastilian SpanishFrenchItalianJapanesePolishBrazilian PortugueseThaiTurkishAUDIO:Added Soul Fysh background musicAdded Kaiser Crab background musicAdded Kaiser Crab SFXAdded hyper beam SFXBUG FIXES:General:
Fixed save files being lost or corrupted after a PC crash, blue screen, or power outageFixed black screen softlock when Steam would disconnect during room transitionsFixed the Sealed Deck modifier not being affected by the multi-character card modifiersNight Terrors modifier can no longer kill youThe Perfect badge is no longer awarded if you abandon run at a bossFixed being unable to navigate off of top bar in shop roomFixed being unable to controller navigate through rest site options when player has 2 rows of relicsFixed controller navigation in shop if you buy out all relics and colorless cardsThe game no longer rapidly switches between "Controller Detected" and "Mouse Detected" when playing with a controllerFixed being able to start a single player run via controller while the Ascension tutorial was openFixed potion hovertip not appearing if you press "b" in the potion popup screenFixed errors in input settings for new keybindings added after savingFixed rare problem where feedback screen is stuck open on game launchFixed rare softlock when playing Compact with status cards in handFixed softlock after the popup about shuffling in the tutorialFixed Steam cloud sync errors when syncing many run history filesFixed duplicate files appearing in run history after Steam cloud syncRestored the default rendering backend to D3D12 for Intel 620 GPUsFixed audio staying muted after pressing volume keys or alt-tabbing on LinuxFixed crash on Linux when ICU libraries are unavailableIronclad:
To avoid softlocking after setting up an infinite loop (i.e. Hellraiser + 2 Pommel Strike cards), Hellraiser will only play 9 cards per turn if all enemies have infinite HPHellraiser card now properly plays cards containing "Strike" against enemies with infinite HPSilent:
Fixed Fan of Knives card VFX not playingRegent:
Fixed not being able to select cards with controller when you choose all the cards in your hand via GUARDS!!! cardNecrobinder:
Fixed Fetch card not glowing gold if it is drawn by Gambling Chip relicFixed Enfeebling Touch power causing Ceremonial Beast to gain Strength after you stun itColorless Cards:
Fixed VFX sometimes failing to appear during Rolling Boulder power effectPotions & Relics:
Players are now disallowed from throwing the Foul Potion if the Merchant inventory is openUsing Foul Potion on the Merchant no longer freezes the game on controllerBookmark relic is now able to properly apply its cost-reduction effect to a card that has been retained by a "Retain your Hand" effect like Equilibrium cardFixed Beetle Juice potion causing Vantom's tail to become visibly cut offIf the player has The Boot relic and deals Skulking Colony 1-4 damage, they now properly take 5 damageAncients:
Fixed issue where the top of the next dialogue bubble was slightly visible before it would animate in at AncientsFixed being able to navigate back to Neow's blessing options while looking at the Card LibraryFixed card inspection button blocking "accept" hotkey when looking at the Pandora's Box relic card view screenFixed issue where playing Wish card via controller would immediately select a card in the grid on the same button pressEnemies:
Fixed Kaiser Crab appearing if you load into an already completed boss roomRecentered Axebot in fight so it looks like there is supposed to be only one of themFixed a softlock that occurred if the player set up an infinite against Skulking ColonyMultiplayer:
Fixed player names with brackets (e.g. clan tags like ) causing errors in multiplayerFixed state divergence related to Mad Science, Juggling, and mixed combat speedsFixed Strangle power proccing off of other player's card playsFixed occasional black screen when loading into a saved multiplayer combatFixed occasional state divergence caused by Stampede + Headbutt cardsOther players' HP bars no longer go offscreen when resizing the window while in settingsDisallow War Historian Repy duplicate Lantern Key card bonus if you are in multiplayerWesley 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.


Mortal Kombat II is in theaters today, and IGN is partnering with Atomic Monster and Blumhouse to give the opportunity to take home a special keepsake.
IGN, Atomic Monster, and Blumhouse are inviting you to sign up for Blumhouse’s The Van now for an opportunity to take home one of 25 Mortal Kombat II lobby cards signed by Producer James Wan. This opportunity is on a first come first served basis until they’re all gone. Blumhouse will reach out to participants who manage to snag a signed lobby card, so keep an eye on your inbox!
Mortal Kombat II is in theaters now, and sees familiar faces join the action like Johnny Cage (Karl Urban) and Kitana (Adeline Rudolph) along with returning characters Liu Kang (Ludi Lin), Sonya Blade (Jessica McNamee), Jax (Mehcad Brooks), and more.
For more on Mortal Kombat II, check out our interview with Liu Kang actor Ludi Lin, see the exclusive trailer revealed at IGN Fan Fest, and read about who’s making a cameo in the new movie.


Magic: The Gathering’s new Secrets of Strixhaven offering is a great new set, whether you’re playing Sealed, Standard, or Commander, but one product hasn’t hit shelves yet and is already sold out.
The Secrets of Strixhaven Codex Bundle is due to launch on May 15 (weeks after the rest of the set), and it’s already sold out. So what gives? Here’s what’s included, and why it’s already being preordered to high heaven.
Here’s What’s In Magic’s New Codex BundleInside the Codex Bundle, you’ll find six Play Boosters, two Collector Boosters, and one Codex Booster, which can contain two out of six possible promos.
These cards are Commander staples like Sol Ring, and the Talismans of Resilience, Hierarchy, Conviction, Creativity, and Curiosity, with exclusive art designs.
You’ll also get twenty basic lands in foil, and a spindown die, as well as the unique book-like packaging if that’s what you’re into.
Is The Codex Bundle Worth It?First, a mention of the Codex Bundle’s price. As of the time of writing, the Secrets of Strixhaven Codex Bundle is going for almost $200 at TCGplayer on the secondary market, but it’s supposed to cost $89.99.
You should always avoid paying that kind of markup, but for the purposes of this analysis, we’ll assume you managed to get the whole bundle for that MSRP.
According to Wizards, each Collector Booster should cost you $26.99, while Play Boosters are $5.49.
That means, even without the promo cards, the lands, the die, and the packaging, you’re getting $86.92 of value from the packs alone for your money. Keen on Collector Boosters anyway? This is a solid way to pick up a couple, if you can find one.
And therein lies the rub: As with just about anything that includes Collector Boosters, it’s going to be tough to find these bundles in the wild.
If you’re looking for a different kind of bundle, the Draft Night box has the same MSRP but nets you a bunch more Play Boosters at the expense of that second Collector Booster.
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.
It's beginning to feel like the late '90s all over again. The latest entry in the uber-popular fighting game series, Mortal Kombat II, is now in theaters, Street Fighter is getting a new movie (that we can't wait for based on the trailer), and Resident Evil is being rebooted on the big screen too.
More From Earthrealm
Mortal Kombat II ReviewMortal Kombat II's Biggest Burning Questions and How Arcana Became the Franchise’s ‘Midichlorians’Mortal Kombat (1995) Flashback ReviewIn light of all these big developments, and with MK back on the big screen, we thought we'd look back at the franchise's long, colorful and occasionally baffling history in film and TV. Check out our slideshow below or scroll down for a closer look at all the Mortal Kombat adaptations and how closely (or not) they followed the source material.
Mortal Kombat (1995)
The original Mortal Kombat movie is widely regarded as one of the best video game adaptations to date. Which, granted, is a very dubious honor. Even so, the movie still stands as a solid example of how to bring the series to life in live-action. It presents a reasonably faithful retelling of the original game's extremely barebones storyline, while drawing in elements of Mortal Kombat II and some of the backstory from the tie-in comics. Like many adaptations, it positions Liu Kang (Robin Chou) as the central hero destined to defeat the soul-stealing Shang Tsung (Cary-Hiroyuki Tagawa). For purists, the movie's biggest sin is simply that it doesn't replicate the violence of the games, opting instead for a more pedestrian PG-13 approach.
What the movie does capture, however, is that essential undercurrent of camp and zaniness that goes hand-in-hand with the gratuitous violence. Mortal Kombat the movie definitely isn't guilty of taking itself too seriously. It's also the movie that introduced the world to The Immortals' "Techno Syndrome," the most iconic video game music this side of the Super Mario Bros. theme.
Mortal Kombat: The Journey Begins (1995)
There's some pretty stiff competition when it comes to deciding the worst Mortal Kombat adaptation ever made, but this direct-to-video release may just take the top honor. Released ahead of the live-action film and ostensibly a prequel to said film, The Journey Begins sets about fleshing out the origin stories of various MK icons. But the connective tissue is dubious at best. And as dated as the CGI in the live-action movie may be, it's state-of-the-art compared to the archaic, sub-Playstation quality 3D fight scenes in The Journey Begins. Hardcore fans may want to watch this one out of sheer, morbid curiosity (especially since it's included as a bonus feature on the Mortal Kombat Blu-ray), but don't expect it to actually enhance your enjoyment of the games or the movies.
Mortal Kombat: Defenders of the Realm (1996)
The '80s and '90s TV landscape was littered with attempts to translate adults-only pop culture properties into kid-friendly cartoons. Case in point - RoboCop: The Animated Series, Rambo: The Force of Freedom and Toxic Crusaders. We honestly have to respect Kenner's moxie for deciding to cut out the middleman and directly market Terminator 2 and Aliens toys to kids without even waiting for cartoons.
With Mortal Kombat: Defenders of the Realm, USA Network threw its razor-edged hat into the ring. This short-lived series aired on the network's Action Extreme Team block in 1996. Somewhat bafflingly, it attempts to serve as a continuation of both the 1995 movie and the Ultimate Mortal Kombat 3 video game, though the all-ages approach basically renders that moot. Defenders of the Realm simplifies the complex series of alliances and rivalries that define the MK mythos, instead featuring a team of heroes led by Raiden and Nighthawk tasked with defending Earthrealm from Shao Kahn's interdimensional invaders.
Defenders of the Realm does make one notable addition to the franchise, however. The series was actually the first to introduce Quan Chi before his roles in Mortal Kombat Mythologies: Sub-Zero and Mortal Kombat 4.
Mortal Kombat: Annihilation (1997)
If the first Mortal Kombat movie is among the best attempts at adapting a video game to film, its sequel is easily among the worst. It's not necessarily that Annihilation plays fast and loose with the source material. It introduces a number of popular characters like Shao Kahn (Brian Thompson), Jax (Lynn Williams) and Sindel (Musetta Vandel), along with familiar MK elements like Animalities, the death of Johnny Cage and Kuai Liang taking up his brother's mantle as Sub-Zero. The problem is that the movie fails to string any of that together into a coherent and interesting story. There's not much internal logic to what happens or which characters appear.
But even if the plot lived up to the first movie, Annihilation is plagued with lousy effects, underwhelming fight scenes, and actors who would seemingly rather be anywhere else. It's telling that, apart from Chou's Liu Kang, nearly all the returning characters were recast for the sequel. But if nothing else, at least the soundtrack is pretty good.
Mortal Kombat: Conquest (1998)
While Annihilation basically destroyed Mortal Kombat's big-screen prospects for the next two decades, that didn't stop TNT from airing a live-action TV series in 1998. Mortal Kombat: Conquest serves as a prequel to the movies, taking place 500 years before the era of Liu Kang. Instead, Conquest revolves around Liu's ancestor Kung Lao (Paolo Montalbán), a warrior monk tasked with training a new generation of fighters to defend Earthrealm. While many of the series' supporting characters are new creations, many MK fan-favorites show up over the course of Conquest's one and only season.
The best that can be said for Conquest is that it was ahead of its time. The prequel premise is strong, and it's certainly a better offshoot of the 1995 film than Annihilation. But even at the time, it was difficult to ignore the lousy wire-fu fight scenes and generally bad special effects. It's hard not to wonder what might have been if Conquest had come along a decade or two later.
Mortal Kombat: Rebirth (2010)
Outside of the games themselves, the MK franchise largely went dormant in the '00s. It wasn't until filmmaker Kevin Tancharoen took the initiative and put together a short, unauthorized Mortal Kombat movie that the ball started rolling again.
Though produced on a very low budget and not sanctioned by Warner Bros. or Mortal Kombat's creators, Tancharoen's short film Mortal Kombat: Rebirth is a surprisingly professional adaptation. Rebirth is unique in that it downplays the franchise's supernatural trappings, instead casting Scorpion (Ian Anthony Dale) as an assassin working with Captain Jackson Briggs (Michael Jai White) and Sonya Blade (Jeri Ryan) to bring down Shang Tsung's criminal empire and get revenge on his nemesis, Sub-Zero.
Tancharoen intended for Rebirth to serve as a proof-of-concept for a possible movie reboot. He sort of got his wish as he was given the reins of the live-action web series Mortal Kombat: Legacy.
Mortal Kombat: Legacy (2011)
Tancharoen returned to the MK franchise the following year, this time with the actual approval of Warner Bros. and a greenlight for a full season of live-action webisodes exclusive to Machinima. Legacy doesn't follow the new continuity established in Rebirth, though Dale, White and Ryan all returned to reprise their roles for Season 1. Instead, Legacy acts as a prequel to the original game, with each Season 1 episode fleshing out the backstory for a different Kombatant.
Season 2 proved to be a fairly steep departure, with Legacy shifting to a more narrative-driven approach while bringing in a number of new characters and recasting many existing roles. One bonus of that revamp is that Cary-Hiroyuki Tagawa was able to reprise the role of Shang Tsung (paving the way for him to make the jump over to the games in the form of Mortal Kombat 11 DLC).
As inconsistent as it is in terms of tone and plot, Legacy shows the potential in a more earnest take on the MK mythology. It also looks surprisingly robust for a free-to-watch web series.
Mortal Kombat Legends: Scorpion's Revenge (2020)Mortal Kombat returned to the animated realm in 2020, in what proved to be a vastly better adaptation than either The Journey Begins or Defenders of the Realm. It helps that Mortal Kombat Legends: Scorpion's Revenge is aimed squarely at adults. In fact, this direct-to-video release is actually the first R-rated Mortal Kombat movie.
Scorpion's Revenge is an adaptation of the original game's storyline, but with a twist. Rather than framing the movie around the heroic Liu Kang, we'll see the fateful tournament from Scorpion's point of view. The movie explores the character's tragic origin story and the beginnings of his feud with Sub-Zero. You can learn more in IGN's Mortal Kombat Legends: Scorpion's Revenge review.
The first film has proven popular enough to spawn three more direct-to-video sequels, 2021's Mortal Kombat Legends: Battle of the Realms, 2022's Mortal Kombat Legends: Snow Blind, and 2023's Mortal Kombat Legends: Cage Match.
Mortal Kombat (2021)After years of rumors about another live-action Mortal Kombat movie, the franchise finally returned to the big screen in 2021. The new movie isn't connected to previous projects, but instead serves as a complete reboot. Star Mehcad Brooks (who plays Jax) described it as having "grounded realism" despite retaining the Fatalities and other violent trappings of the games. Here's a full breakdown of the Mortal Kombat reboot's cast.
The reboot hit theaters and HBO Max simultaneously in April 2021. You can check out IGN's Mortal Kombat review for more. Though the pandemic obviously affected the film's box office haul, it proved critically and commercially successful enough that Warners greenlit a sequel.
Mortal Kombat II (2026)The rebooted Mortal Kombat series returned with 2026's Mortal Kombat II. In addition to returning favorites like Hiroyuki Sanada as Scorpion, Ludi Lin as Liu Kang, Mehcad Brooks as Jax, and Jessica McNamee as Sonya Blade, the film also introduced Karl Urban’s Johnny Cage, Martyn Ford’s Shao Kahn, Damoin Herriman's Quan Chi, and Adeline Rudolph’s Kitana.
Said IGN's Max Scoville in his review: "Mortal Kombat II gets an 8 from me. It might not be Oscar-caliber cinema, and hardcore fans of the game with encyclopedic knowledge of the game may have a bone to pick, but it’s big and loud and gruesome and not afraid to have fun. The bar for video game movie sequels isn’t very high, but this one not only clears the bar, it twirls it around like a bo staff."
Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.
Note: This article was originally published on 04/09/2020 and updated on 05/8/2026 with the latest news about the Mortal Kombat franchise.

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