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Minishoot' Adventures Review

[Editor’s Note: Minishoot' Adventures was first released on PC in 2024, but we did not review it at that time, so we have taken its recent port to Nintendo Switch 2 as an opportunity to do so now.]

Minishoot’ Adventures answers a question I never would have thought to ask in a thousand years: What if you mixed classic Zelda with a twin-stick shooter? Developer SoulGame Studio’s take on that combination is an absolute delight. Between the silky smooth controls, your spaceship-shaped hero’s growing repertoire of abilities, and a top-down world that opens up at a satisfying pace, I loved all 10 hours it took me to roll credits. That felt like a perfect length, even though I would’ve gladly kept playing if it had offered more.

SoulGame Studio makes absolutely no effort to hide Minishoot’ Adventures’ Hyrulean inspiration. Just like Zelda, the overworld is populated with enemies, caves, trees, waterways, and areas you can see but can’t reach until you unlock a new ability. Your health is displayed as a row of hearts in the upper corner of the screen, and you can add more by finding heart pieces hidden around the world. If that’s not proof enough, just travel one screen down from your home base and you’ll find an exact replica of the starting screen from The Legend of Zelda on NES. While an uncharitable interpretation might consider this stealing from Nintendo, it all comes off as a loving homage. The developers have used familiar ingredients to create a new, twin-stick shooting-infused dish that’s different enough to stand on its own.

Instead of an elfin boy, you play as Minishoot’, a small beige ship that exhibits a surprising amount of personality thanks to the cartoonish art and animation. That odd apostrophe in the ship’s name is actually to abbreviate “Minimalist Shooter Adventure,” and that minimalism extends to the story, which gets maybe a minute of total screen time. Basically, you and your fellow sentient ships are enjoying your lives together when an invading force comes in with guns blazing to break up the party, flinging ships to all corners of the map and encasing them in crystals. Your job, once you break free of your own gemstone prison, is to find your Shipling friends and “restore balance to the Great Crystal,” whatever that means. It’s not Shakespeare, but it sets you off on a fun adventure.

If you’ve played top-down Zelda games before, then you know exactly what to expect here: You’ll poke around the overworld, delving into caves, fighting enemies, and solving light puzzles. This is all extremely pleasant, thanks in no small part to the controls. Minishoot’ glides along so smoothly that simply moving across the screen feels satisfying.

You glide so smoothly that simply moving across the screen feels satisfying.

Some areas are blocked off by obstacles like pits and water, but you can explore these regions later, once you obtain the right equipment. For instance, you unlock a surf ability that lets you glide over water, and a boost that lets you use ramps to leap over pits. These upgrades are a joy, both because the controls are so good and because they let you explore further into the map. This is a tried-and-true formula, and it works particularly great in Minishoot’ because of how frequently the upgrades are handed out during the adventure. The pacing feels just right, so I never felt like my progress had stalled.

The only major aspect that’s not inspired by Zelda is the twin-stick combat, which (if you’re using a gamepad, as is highly recommended) has you move around with the left stick while firing bullets in any direction with the right. This addition is incorporated so seamlessly into the otherwise recognizable framework that you might wonder if Link should’ve been a little ship all along.

Your starting weapon is as weak as a peashooter, but as you take down enemies and blast through gemstones scattered throughout the world, you level up, earning points you can feed into 11 different enhancements — things like fire rate, damage, range, and bullet speed. Each of these enhancements can be upgraded numerous times, making any single upgrade feel a little too incremental, which is somewhat disappointing. Worse, the cost of the upgrades increases as your enhancements become stronger. That means, for instance, you need to spend three levels’ worth of currency to gain the second damage upgrade.

Thankfully, you’re also picking up new abilities as you bolster your damage output, so I always felt like I was making progress regardless. And your attack upgrades do eventually add up; by the time I confronted the final boss, I could unleash a bullet hell barrage of my own.

Unlike Zelda, the enemy designs are largely forgettable in Minishoot’ Adventures, at least when it comes to their looks. Like the Shipling protagonists, the bad guys you’re blowing up are all mechanical constructs. Most are beige ships that come in different geometric shapes – this one’s a circle! Here’s a triangle! Lynels and moblins these are not.

Enemies don't look too interesting, but they have a nice variety of attack styles.

On the other hand, these enemies do have a nice variety of attack styles, and they’re strategically placed around the environment to pose different kinds of challenges, making them far more interesting to fight than they are to look at. For instance, stationary turrets might snipe at you from a distance while a cluster of small enemies swarms your way, giving you plenty to consider as you try to kill the cluster while avoiding the incoming bullets. Many rooms lock you inside while spawning increasingly difficult waves of enemies. (There are even a handful of races for you to compete in, complete with a starting block and finish line.)

Bosses are also mechanically interesting, big and challenging battles divided into phases – and it’s here that this twin-stick shooter veers into bullet hell territory. You usually have to thread your way through a maze of projectiles, all while directing your own stream of bullets at the boss. It’s a blast. I died a lot in these fights, but just like in top-down Zelda games, the dungeons are designed to give you a short route back to the boss room from your respawn point, so I was always excited to try again rather than getting frustrated.

Every inch of Minishoot’ Adventures is packed with smart little details, like hidden paths hinted at by gentle indents in the walls, or how enemies gradually turn redder as they take damage so you can tell when they’re about to die. There are plenty of collectables to seek out, from red coins and heart pieces to chunks of the overworld map. As you progress, various symbols start to appear in unexplored regions to point you toward new areas of interest, so I never felt aimless or lost.

It’s all set to a charming and engrossing electronic soundtrack. The sound effects are full of little bloops and plooks and ASMR-friendly tinkles, as well. Combine that soundscape with surprisingly cute animations (an especially impressive feat for a game about faceless ships) and you get a cozy vibe, even when you’re sweating through an onslaught of bullets.

WWE 2K26 Review

If it’s Wrestlemania season, that means it’s also time for a new WWE 2K game. Over the last few years, this series has been on its most impressive run to date, and WWE 2K26 is a solid enough next chapter in that story. I don’t regret the time I've spent running the ropes in this year’s ring, but with another milquetoast Showcase mode and the growing tendrils of monetization wrapping itself around the experience like an anaconda vise, it’s starting to feel like the golden age for 2K wrestling games might be coming to an end.

2K26 hasn’t learned many new moves since last year, mostly just tweaking existing base mechanics. The biggest slam to the system is an adjustment to stamina, adding a condition called “winded” to superstars who run out. While winded, your stamina wheel turns from yellow to purple, and you can no longer run or use reversals until it empties and goes back to normal. This adds more risk-reward to all of the offensive and defensive actions you do in the ring that cost stamina.

What we said about WWE 2K25

A couple of microtransaction-fueled missteps aside, WWE 2K25 is really the best wrestling game since… WWE 2K24, which was also pretty great. It looks fantastic, still feels good, and there’s a lot of it, including small but welcome updates like intergender matches or bigger updates like the new MyRise and Showcase modes. It’s an upscale wrestling buffet, if you will: It’s pretty scrumptious, there's a wide selection of dishes on the table, and you could spend an awful lot of time in the squared circle if you’re not careful. Speaking of, I need to get back to it. I have some more Showcase things to unlock, Universe is calling my name, and… well, you get the idea. - Will Borger, March 13, 2025

Score: 8

Read the full WWE 2K25 review.

It also creates a solution to the 2K series issue of how powerful the reversal system is (you are basically unstoppable if you’ve become the Tribal Chief of pressing one button on time, every time) by making it cost stamina to do and penalizing you for running your stamina into the red. However, it doesn’t address the problem of how the reversal prompts are unintuitive and sometimes at unpredictable points during a move’s animation, making picking the system up feel impossible without hours of ring time and muscle memory development. It also creates a new issue that penalizes players for getting good at the janky system in the first place. To play around this, you might opt to go for pins or submissions you normally wouldn't attempt in order to wait the debuff out. That is an interesting way to make matches mimic the real life pace of TV wrestling, but does feel like a violation of the aggressive spirit of a wrestling game. You win some, you lose some, I guess.

Other adjustments are nice to have but don’t change the flow or feel of matches significantly. Harkening back to the series’ pre-Visual Concepts days, collision physics have been changed slightly, so throws and bumps are less trapped in canned animation sequences and interact with objects around them. A body suplexed into the ropes will actually bounce off in a more appropriately reactive way instead of attempting to clip through them. Throw an opponent onto the ring stairs, and they’ll properly crunch around their hulking metal block. This doesn’t have any obvious mechanical advantages, you don’t do noticeably more damage to opponents if you drop them on a chair vs the mat. But it is entertaining and enhances the slapstick nature already inherent in any given match to sometimes Looney Tunes levels.

Some adjustments are nice, but don’t change the flow of matches significantly.

Another blast from the past are the additional match types added in 2K26: I Quit, Dumpster, Inferno, and Three Stages of Hell. That last one is essentially a gauntlet where you choose three different match stipulations and wrestle through them, two-out-of-three falls style. The Dumpster match is functionally no different than the Casket or Ambulance matches, where you have to weaken opponents enough to shove them in a box they don't want to be in. The Inferno match returns from the Smackdown vs Raw series with a more straight forward play path: Doing moves increases the temperature gauge, and once it's at max, you must expose the enemy to the flames to win. This was cool, but also isn’t that special once the new car smell has burned away.

I Quit is arguably the best of these new options, basically elaborating on the submission match, but instead of the normal mashing minigame, players that are being forced to say I Quit must pass a series of checks hitting the right spots on a gauge enough times to continue on. These spots get smaller as you take more damage, and opponents can add blockers to make the task that much harder, which they can earn the same way they earn finishers. This is a really clever idea, just complex enough to be engaging and tactical without being too much to deal with.

This year’s Showcase, themed around the highlights and lowlights of CM Punk’s two-pronged WWE career, was a disappointment. It suffers from most of the same problems that these modes always have, like the gaping holes in history that it has to ignore for corporate reasons, or the awkward ways it tries and fails to recreate major moments in real matches as gameplay moments. The former is a problem not just because of wrestler contract woes – Bryan Danielson won’t be on the playlist since he’s with a rival company these days – but also its wholesale refusal to engage at all with why CM Punk left WWE for over a decade. I'm sure it's a legal minefield and also a bit of a bummer to discuss some of those details for all parties involved, but they make no real attempt to address it at all, and it feels a little insulting to the intelligence after a while. There's also no mention of CM Punk’s most infamous/influential moment, when he went off script during the now legendary “Pipe Bomb” promo, which seems like the kind of oversight that’s punishable by going one on one with The Undertaker.

The 10+ year gap he’s had in his career is already a spectre that really haunts this mode, as it makes the pickings for memorable moments to relive slim. They try to address this with a little kayfabe, Punk engaging in a metanarrative between matches to use the “Slingshot Technology” that Showcase employs to meld matches and real footage as a sort of time machine. That allows him to both undo some losses in his own career, embody Bret Hart to prevent the Montreal Screwjob, and indulge himself in a bunch of “what if” dream matches. These make up half of the Showcase and definitely feel more like busy work than cool experiences, even though they are right in line with the toybox nature of wrestling games to begin with.

Showcase suffers from most of the same problems these modes always have.

This year’s MyRise follows The Archetype, a former top star returning from a long layoff to try to get their groove back. It’s an more streamlined story overall, with fewer big beats across its six chapters but some more consequential decisions to make in each, usually to change your alignment from heroic fan favorite to callous villain (and possibly back again). The plot of The Archetype’s journey has the kinds of twists and turns you might expect from a main character on any given stretch of episodes of the TV shows, filled with overcoming impossible odds, having victory snatched from you though dastardly betrayals, and so on. The writing and voice acting throughout is consistent for the series, which is to say largely mediocre but not offensively so.

Though it’s shorter than past MyRise’s, grinding largely meaningless matches to get from plot point to plot point still feels like wasted time. The process is more transparent than last year, now instead of just doing a bunch of matches until they say you can move on, you have a goal to earn 12 stars in however many matches it takes you to do so (you can earn up to five per match). These help build your attribute points to make your superstar stronger, but no good story-based attempt is made to make these matches feel like anything other than homework. Speaking of story, the adherence to the regular WWE storytelling formula is nice but I really missed the weird and silly stuff I often associated with this mode. Last year's game featured resident wrestling jester R-Truth unlocking the secrets of traveling the multiverse. In games passed, your wrestler might have a whole side quest based around finding a cursed amulet that gave you wrestling demon powers.

These sorts of things seem relegated to The Island, the weird, Street Fighter World Tour-esque multiplayer hub world that lets players create their own wrestlers and participate in open world RPG-style quests while also competing with each other on leaderboards, which is at least a more coherent game mode out of the gate this time. It embraces and builds on the fantastical nature of last year’s version, leaning into mysterious powers of The Island of Relevancy, now being divided up by three different factions all fighting to gain its magical powers. This sort of pro wrestling RPG nonsense is something that I would be all over on paper, but the original Island’s poor writing and janky pacing put me off.

This year makes an attempt to address that. Having a better map to navigate and being fully voiced are steps in the right direction, but the stories being told are just as bad and boring. Your characters start with minimal cosmetic options and way more stats to manage than in any other mode, all because of the profit incentive inherent in this mode, which requires you to spend a lot of time grinding in-game experience to unlock options or level up while also enticing you to tap out and just buy yourself a shortcut with real money. You could ignore the cosmetics, sure, but if you want to get anywhere on the multiplayer leaderboards without spending hours grinding, I don’t see how it's possible without opening your wallet. This dawned on me pretty early, and I haven’t been back since.

Battle Passes make their debut in 2K26, and they leave a lot to be desired. There is a lot to earn split between free and premium pass tracks. Many of the free rewards are arenas, superstars, championships, and cosmetics you would have usually bought from an in-game store with free currency in previous games (or would have just been available out of the gate), while the premium track features a lot of MyFaction related goodies and a handful of extra wrestlers, with this first season themed around the stars of AAA. These replace the wrestler DLC drops of old, and I can see them being a frustrating replacement – not simply because it means you’ll need to grind matches in order to unlock things you’d just buy previously, but also because unlocking new tiers seems to take a lot of work. I spent around 25 hours between random exhibition matches, finishing Showcase mode, one full playthrough of MyRise, and a couple of hours on The Island, and I’ve only made it to tier 14 of 40. At the end of the track are unlockables, like what would have been the late Bray Wyatt’s last costume and a really cool move that I would have loved to give to a custom wrestler, but I fear I simply don’t have the endurance for that grind, or the patience to accept that I even have to.

Some of the more niche modes like Universe and MyGm are still good, with small improvements that don’t shake things up too dramatically but are certainly nice to have. You can now draft rosters against a computer controlled GM in Universe mode, and can do so really whenever you want, adding a dynamic way to shake up your rosters if things are starting to get stale. MyGM expands seasons to 50 weeks (and adds more PLEs to compensate), more match types, etc. The key change I found really spiced all this up the most was that you could book intergender matches and feuds, as well as book wrestlers in matches and promos on the same card. That means nothing to people who don’t care about this, but GM heads know that it opens up a lot of new options for promoting matches and maximizing your potential for fan and money gains from week to week. Great little shining additions to modes that are hiding away in corners.

PlayStation Plus Game Catalog Leak Reveals March Additions

Sony's PlayStation Plus game catalog additions for March 2026 have been leaked, with notable additions from both the Persona and Warhammer franchises.

As ever, Dealabs' reliable billbil-kun has beaten Sony to its own announcement for which titles it is adding to the PlayStation Plus Extra and Premium rosters this month.

From March 17, the Extra catalog is set to include both the highly-acclaimed Persona 5 Royal and chunky shoulder pad shooter Warhammer 40,000: Space Marine 2, plus the latest Madden game, indie sandbox Astroneer, and more.

Looking at this month's list, Persona 5 Royal is the obvious standout. Available through the catalog on PS5, this is the expanded 2022 release of the original Persona 5 which added new missions, music and social elements.

Rounding out the list are sci-fi robot shooter Metal Eden, plus dwarven survival game The Lord of the Rings: Return to Moria. If you're a Premium subscriber, meanwhile, you'll get access to the classic PSP game Tekken Dark Resurrection, which Sony had previously confirmed was on the way at some point.

Check out the full list of leaked additions below:

PlayStation Plus March 2026 Games

Extra:

Warhammer 40,000: Space Marine 2 (PS5)Persona 5 Royal (PS4, PS5)Madden NFL 26 (PS5)Metal Eden (PS5)The Lord of the Rings: Return to Moria (PS5)Astroneer (PS4)

Premium:

Tekken Dark Resurrection

As ever, we'll update again here whenever Sony makes the list official.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Magic: The Gathering's Top 12 Most Powerful Commander Precons Of All Time

Magic: The Gathering is a fantastic card game, but the Commander format has given it even more legs.

It revolves around a central Commander that helms your deck, giving it a ton of personality as players gravitate towards their favorite legendary creatures to build around.

Wizards of the Coast finally recognized the format in 2011, beginning a deluge of preconstructed decks that are playable right out of the box. We’ve got a full list of them, but for now, we’ve narrowed down our top 12.

These aren’t presented in any real order, but let us know which ones you’ve played!

The Most Powerful Magic: The Gathering Commander PreconsDraconic Domination - Commander 2017

The Ur-Dragon still commands a high fee, and the 10/10 standard-bearer of this five-color precon is a beneficiary of the Eminence keyword. It drops the cost of Dragon spells by 1 mana, and then, when it is on the field, your dragons essentially multiply as they attack.

It’s far and away the most powerful preconstructed Dragon deck, but if you’re looking for cheaper alternatives, my first deck was Draconic Destruction from the Commander starter decks, and Temur Roar is a great three-color dragon deck with upgrade potential, too.

Counter Intelligence/World Shaper - Edge of Eternities

OK, I’m cheating a little here, but both Edge of Eternities decks were great. Counter Intelligence is helmed by Kilo, Apogee Mind, and ramps up counters swiftly by proliferating every time it’s turned sideways.

World Shaper, on the other hand, is a deck I’ve had a lot of fun with. Szarel, Genesis Shepherd lets you play lands from your graveyard, and there are a ton of landfall effects that play into that, too.

Both decks also use the Spacecraft card type, which is highly likely to return in Universes Beyond: Star Trek.

Counter Blitz - Universes Beyond: Final Fantasy

All the Final Fantasy decks were great, but Counter Blitz stands ahead of the others for the counter-switching shenanigans it could lead to.

Tidus, Yuna’s Guardian, lets you move counters around, but the type of counter isn’t specified. There are four Summon creatures in the deck that you could essentially keep around forever with the right counter shuffling.

The deck also contains some great reprints, like Three Visits and Farewell, while Yuna is a great Commander in her own right.

Necron Dynasties - Universes Beyond: Warhammer 40K

This mono-black Warhammer deck costs a pretty penny these days, with its Commander, Szarekh, able to mill cards to put more creatures into your hand.

Personally, I prefer to use Imotekh the Stormlord as my Commander, though, letting you create token creatures as you use recursion and power up a creature during combat.

Out of the Tombs is awesome, too. It lets you risk milling yourself out, but can give you a whole host of board presence in the late game.

Mutant Menace - Universes Beyond: Fallout

I hate this deck. It’s a pain to deal with, causing plenty of mill and life loss for the whole table, but there’s no denying it’s effective.

The Wise Mothman, its Commander, dishes out rad counters and then grows in power as those counters mill cards and wound your opponents.

Strong, the Brutish Thespian, can even add life from radiation, making a great mechanic (at least for you), even more useful.

Endless Punishment - Duskmourn

A deck that’s so effective at dealing damage it can make Commander matches take half as long to complete, Endless Punishment is a great deck that gets even better if you swap out Valgavoth with Master of Pain.

This 5/5 stops opponents from gaining life, has Menace, and turns the mana cost of every first spell of a player’s turn into damage against another player. Given how expensive spells get as the match wears on, that can be a big, big hit.

Reprints of Vial Smasher the Fierce and Witch’s Clinic were welcome, too.

Sliver Swarm - Commander Masters

Sliver Swarm, as the name suggests, is a deck that’s all about Slivers, a creature type that’s relatively minor on its own but buffs every other ally with the same type.

This five-color precon is a problem for everyone at the table, helmed by the Sliver Gravemother that can help bring cards back from the graveyard as attacking tokens. Oh, and it means you can have multiple copies of Legendary creatures, too.

The deck had fewer reprints than some, but it’s powerful - and ripe for upgrades if you can find some extra Slivers.

Eldrazi Unbound - Commander Masters

A colorless Eldrazi deck, this one puts Zhulodok, Void Gorger as your Commander and lets you enjoy double Cacade on spells with mana value 7 or higher - ouch.

Kozilek, the Great Distortion, is another Legendary Creature you can pick as your Commander. It costs a lot, but acts as a 12/12 with Menace and facilitates card draw.

It That Betrays was an awesome reprint, and I recently managed to find one myself to put in my Eldrazi Incursion upgrade (more on that later).

Vampiric Bloodlust - Commander 2017

There’s a reason that Edgar Markov remains the de facto vampire-type Commander in Magic: The Gathering. His Eminence ability, which triggers even if he’s in the Command Zone, means this 4/4 with First Strike and haste can create Vampire tokens as you cast spells of that type, and he empowers them with +1/+1 when he attacks.

Teferi’s Protection is here, too, with this being the kind of deck with no real weaknesses that’s easy to pilot as well.

Food and Fellowship - Universes Beyond: Lord of the Rings

The Lord of the Rings Commander Decks were all solid, but Food and Fellowship wins out for its strength in just about every aspect. Sam generates Food tokens to gain life, then Frodo is tempted by the Ring as you consume them, with each of the Partner cards feeding into a cycle.

It’s not all Shire-friendly, either, with some true wrath coming in the form of Toxic Deluge, spot removal like Path to Exile and Swords to Plowshares, and cards like The Gaffer to turn that lifegain into more card draw. A great, well-constructed deck.

Veloci-Ramp-Tor - Lost Caverns of Ixalan

The kind of deck that steamrolls many of the precons in recent years, Pantlaza, Sun-Favored helms this dinosaur offering and helps you bring more and more creatures into play with the Discover ability.

With cards like Wakening Sun’s Avatar being a non-dino board wipe and comically large beasts like Apex Altisaur, this deck is wild right out of the box.

Party Time - Commander Legends: Battle for Baldur’s Gate

This Baldur’s Gate-flavored deck’s commander, Nalia de-Arnise, is a low-cost 3/3 that lets you case Cleric, Rogue, Warrior, and Wizard spells from the top of your library.

It really doesn’t take long to build up a formidable force in early turns, letting you get a head start while your opponents are scrambling to find blockers. The deck is pretty expensive now, though.

Other Fun Decks To Check Out

The following might not be the most powerful, but I’ve enjoyed playing with them.

Heavenly Inferno - Commander 2011

Heavenly Inferno is one of the first Commander precons, and its strength lies in its flexibility. The Commander, Kaalia of the Vast, helps you bring creatures into play, whether they’re Angels, Demons, or Dragons.

Because of that, you can easily swap out a bunch of Angels and Demons for Dragons, or lean into two of them if you’d prefer. As with some others on this list, it can get out of hand pretty swiftly, and while Wizards would get more ambitious in the years since, it remains a really fun deck (I’ve upgraded mine).

Eldrazi Incursion - Modern Horizons 3

An Eldrazi deck with five colors and a Commander that can copy spells and activated abilities for two generic mana, Eldrazi Incursion is great off the bat, but becomes positively vile with the right upgrades.

It’s probably not a deck for newcomers, though, because the sheer volume of triggers can feel overwhelming.

Tyranid Swarm - Universes Beyond: Warhammer 40K

I’ve had games that have been won because my Haruspex has gained so much power that it deals huge damage to opponents, or converted its power to mana for a big late-game push.

Magus Lucea Kane’s doubling up of X-cost spells, and the Swarmlord turning your creatures with counters into card draw, means there are some really fun strategies here - Tyranid Swarm is a deck that truly does feel like a ‘swarm’, and can give you big creatures to attack with, and plenty of tokens back to defend if you’re smart.

Riders of Rohan - Universes Beyond: Lord of The Rings

It might not be the flashiest deck since it relies on an awful lot of Human Knights in battles between Eldrazi monstrosities, Dragons, and spellcasters, but Riders of Rohan is a precon that’s very well put together.

Aside from a weakness against flying, it’s able to mobilize an army with frightening speed, and it grows with your aggression. I’ve seen it pop off many, many times, and it’s always something to behold.

Explorers of the Deep - Lost Caverns of Ixalan

This Simic (Blue/Green) deck is helmed by Hakbal of the Surging Soul, and uses the Explore mechanic to great effect, either ramping your lands, netting you creatures, or getting card draw.

It’s a Commander with a ton of value (I’m looking to squeeze him into another underwater-themed deck as we speak), but there’s also Kindred Discovery in the deck as well to get even more card draw from your Merfolk.

Jump Scare! - Duskmourn

There’s something about flipping cards face-up to surprise an opponent that feels very Yu-Gi-Oh, and I love Jump Scare (!) for that very reason.

Being able to flip a 15/15 Worldspine Wurm up is a great party trick, but there are other great cards in here like Ashaya, Soul of the Wild, and Aesi, Tyrant of Gyre Strait.

For more on Magic: The Gathering’s Commander format, be sure to check out our rundown the best decks you can buy right now, as well as an early look at the Teenage Mutant Ninja Turtles precon, Turtle Power.

Magic: The Gathering's Spider-Man Gift Bundle Just Hit Its Lowest-Ever Price at Amazon

We’re now into the new Teenage Mutant Ninja Turtles set for Magic: The Gathering, but if you prefer your New York City seen from the skies and not the sewers, there’s a great deal on a Spider-Man Gift Bundle right now at Amazon.

The retailer has knocked 32% off the price, netting you an $89.99 boxed product for $59.99. That’s its lowest price since it went on sale, which is notable for the fact that it includes a Collector Booster, which essentially makes up half of the value of the bundle on its own.

Spidey Bundle Hits New Lowest Price

When it comes to the contents of the box, this bundle is similar to the more traditional booster bundles available with each set, except it has an all-important (and highly sought-after) Collector Booster inside.

These are where you’ll find the most valuable cards from the set, with Collector Boosters full of foil and alternative art variants. That’s why they’re harder to find than your standard Play Boosters, and, with this discount, you’re actually saving money on the basic booster bundle price.

Thankfully, this gift bundle includes nine of those, as well as an exclusive alternate-art card and 30 land cards split into 15 foil and 15 non-foil. Ten of those lands are full-art versions, too.

You also get the comic-style gift box to keep your new cards in, and a die to track your life total.

For more on Magic, be sure to check out our list of the most powerful Commander precon decks, as well as what we thought of the Turtle Power precon from the latest set.

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.

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