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Prime Day Deal Knocks 25% Off MTG Marvel Draft Night Box With Free Collector Booster

Magic is in the midst of a Reality Fracture right now, but if you’re looking for the priciest cards from the Marvel Super Heroes set, Collector Boosters are the way to go.

The only issue is that, despite the fact that the set is months old now, Collector Boosters remain tricky to get hold of.

Thankfully, one Amazon Prime Day deal makes it a little easier to get hold of one, and the math on what else is included in the Draft Night Bundle makes it a better value proposition than you may expect.

Right now, it’s been reduced by 25% off the list price, bringing it from $119.99 down to $89.99, but that only tells half the story.

This Marvel x Magic Deal is a Prime Day Winner

Inside the Magic: The Gathering Marvel Super Heroes Draft Night box, you’ll find everything you need for four players to draft from sealed Play Booster packs, with the winner getting to go home with that all-important shiny Collector Booster pack.

That means there are 12 Play Boosters, 90 lands to help you build decks, and the Play Booster, so let’s crunch the numbers.

If a Play Booster is $6.99 on its own, those make up $83.88 of value on their own. The basic lands, while useful, are essentially bulk, so you’re getting a Collector Booster for around $6 in many ways

That one pack would usually cost around $40, so you’re saving big on it here. These special packs are more expensive (and rarer) because they essentially offer the best (read: essentially only) way to get the rarest cards in their set.

And, given that there are cards like the comic cover art treatments, The Mind Stone’s expensive variants, and more, you may strike lucky.

Plus, you know, playing Draft is great fun anyway, so we’d always recommend giving it a go if Commander night is getting a little stale for your playgroup.

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Nintendo Switch Sports Resort Appears To Solve All of Switch Sports’ Shortcomings | IGN Preview

Key Preview Takeaways:

Nintendo is bundling Nintendo Switch Sports Resort with Switch 2s this holiday season.Wuhu Island is really fun to explore in a relaxed, non-competitive atmosphere.There are certain sports from the series I’d swap out for some of what’s here, but overall, it’s a fun lineup of activities.

Pack my bags and book me a one-way ticket to Wuhu Island. After its announcement in June, I was mildly excited for Nintendo Switch Sports Resort, mostly because of the prospect of returning to Nintendo’s vacation paradise after more than a decade since my last visit in Pilotwings Resort on 3DS launch day. After my first hands-on at San Diego Comic Con, I walked away filled with fuzzy nostalgia, but questioning how much a motion controlled sports party game could grab my attention in 2026, a full 20 years after the original Wii Sports had its TV-smashing moment. But after playing another hour plus and seeing how much fun I had in multiplayer, and how much there is to do in single player, it’s vaulted up to be one of my most anticipated games for the rest of the year. What’s happening here?

One key demographic for the Switch Sports series that I don’t fall into is the casual Nintendo gamer: someone who has Mario Kart 8 Deluxe, Super Mario Party, the original Nintendo Switch Sports, maybe a Jackbox Party Pack or two, and not much else. You know, someone who has never had to click the “Show More” icon on their Switch because they don’t have enough games to fill the initial row. To be clear, there’s absolutely nothing wrong with that type of player: many of my friends have Switch home screens that look exactly like that. Nintendo is bundling Nintendo Switch Sports Resort with the Switch 2 this holiday season, and in terms of getting that audience to upgrade, I think it’s a really smart move. Resort will be a great time for anyone with nostalgia for the original who just likes to pick up and play fun, simple games with their friends. That was never in doubt.

What has been in doubt is how much a player like me will get out of Resort, with so many other huge games constantly fighting for my attention. I was especially wondering this following 2022’s somewhat disappointing Nintendo Switch Sports, which I felt lacked compelling reasons to play it at launch and relied far too much on online play to get much out of it. I was ready to accept that Resort would be a game I play a little bit at a time for a very long time, breaking it out with friends or family on game nights over the course of the entire Switch 2 generation. And there is room in a library for games like that! So I was happy for it to play that role in my life. But I no longer feel this way: I’m ready for a weeks-long stay on Wuhu Island.

Resort appears to be solving all of Switch Sports’ shortcomings.

I think that’s mostly because Resort appears to be solving all of Switch Sports’ shortcomings. Spocco Square was nothing more than a video game menu that existed purely for you to select your next minigame. Wuhu Island is a place designed for competition, exploration, and leisure. Take Power Cruising (a trademark-free term for Jet Skiing) as an example. I can race my friends on a course that rewards speed and taking huge jumps off the waves as we bob and weave through obstacles just off of Wuhu’s shores.

Or, we can take a sightseeing tour of the water, taking five minutes to find as many landmarks as we can. Here, there are objectives and achievements to check off: I chased a pink dolphin until it rewarded me with a collectible, and elsewhere I had to line myself up to launch off a huge wave to grab another sparkly thing just out of my reach. At the end of the five-minute round, we saw an overhead view of the island, complete with a tracing of the path my co-op partner and I took around the island, reminiscent of Breath of the Wild’s Hero’s Path feature. We laughed at seeing where we went different directions, and when we met back up, and we talked about what we’d seen and discovered. I didn’t get to try this, but I’m told that there’s a free play mode for certain sports like Power Cruising where you can explore and chill for as long as you’d like with no timer; you just can’t unlock collectibles and achievements in that mode. This is just one sport, but there are many different ways to engage with it: competition, exploration, and leisure.

In a way, modes like this feel like a more successful realization of Mario Kart World’s Free Roam. You can easily explore in splitscreen with friends, collectibles and achievements are clearly marked and tracked, and they earn you points that can be spent on cosmetics for your Sportsmate or Mii character. It all feels fun, seamless to play with others, and well thought out in terms of rewards and goals to chase. And the denser, more self-contained layout of Wuhu Island means every area has something meaningful to uncover.

I explored Wuhu Island from two different angles in Skateboarding and Prop Plane. Skateboarding makes use of the Joy-Con 2 mouse controls, where I dragged the controller backwards as if it was my foot and my leg was the ground. I leaned left and right to turn, flicked the controller up to jump, and waggled it around to do spins and tricks in the air. I grinded on rails, crashed into the ocean to see what would happen (my character drowned and was returned to shore), and tried to find a path up to the island’s iconic volcano: Maka Wuhu. I ran out of time before I made it there.

So I took to the skies instead, using my plane to fly straight into the mouth of the volcano, as I did countless times in Pilotwings Resort back in the day. I was pleased to find a collectible deep within the volcano to reward my efforts. Soaring around the island revealed how much it has changed over the years: the distant golf course has a new resort hotel, there are additional smaller keys surrounding the main island, and the geography of everything has been shuffled a bit. The skies of Wuhu were stuffed with things to find: Landmarks to photograph and make note of, balloons to pop, and more. I spent a lot of time trying to use my water gun to shoot down my co-op partner, to no avail. Even with all this stuff to find and do, goofing around with no goal or objective is just as fun as it always was, and in part what I think this game is made for. It’s summer vacation! You’re supposed to just laze around and have fun.

But you can still turn up the heat when it’s time to compete. Thumb Wrestling will likely be a bore against the computer – it’s just too simple – but against a human opponent, it’s absolutely hilarious as you try to bait the other person to put their thumb down, and just laugh at the absurdity of two adults digitally thumb wrestling each other. We also bowled, and it’s pretty much unchanged from Wii Sports’ original winning formula, but it’s honestly still a classic. I played Archery again, too, which remains one of my all-time favorites. This time, we played a competitive mode where one quarter of the target is assigned to each player. That means it’s risky to aim for a bullseye: if you miss your quarter of the center and hit someone else’s, you hand them a bunch of points. As the round progresses, the target will start to rotate, or adjust the size of each quadrant to put the leader at a disadvantage to allow for last-second comebacks, which is a very fun – and very Nintendo – way to keep things interesting.

We also bowled, and it’s pretty much unchanged from Wii Sports’ original winning formula, but it’s honestly still a classic.

I played a round of Table Tennis, which was never one of my favorites, and still feels kind of forgettable here, especially when standard Tennis is also one of Resort’s 12 sports. And while we’re splitting hairs, volleyball is here, too, which makes for three net sports in the package. I would have much preferred another sport that makes use of the island itself: I remember swordfighting hundreds of Miis while trekking across the entire island in Wii Sports Resort, and it breaks my heart that it has been cut from Resort’s roster of activities. And although it wasn’t in the original Resort, this series desperately needs baseball back, too.

On the other hand, Boxing has returned for only the second time since the original (remember Wii Sports Club on Wii U? No, just me?), and it’s great to see one of the OGs again. It was here that Nintendo showed off one of the new single-player elements, where you climb a ladder of increasingly difficult CPU opponents to become the champion in that given sport. It’s like a miniature campaign, and while the lowest ranked opponent I boxed was ridiculously easy – they almost should have called the fight early for his health and safety – I’m looking forward to moving up the ranks. It’s just another example of how much offline single-player content Nintendo has included this time around.

I’m stunned at how excited I am for Nintendo Switch Sports Resort. I plan to 100% this game, which is not something I would have said two weeks ago. I’m still not entirely thrilled with the sports lineup – I would trade Table Tennis and Volleyball for things like Swordplay, Baseball, or Frisbee – but what is here is shaping up to be really fantastic. Don’t sleep on this one: I think it’s going to be an enormous improvement on Nintendo Switch Sports and a fantastic return to one of my favorite settings in Nintendo history. I’ll see you on Wuhu Island.

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

FableExodusFinal Fantasy 7: Revelation

Exclusive Warhammer 40,000: Dawn of War 4 Space Marine Screenshots and Interview With Creative Director Jan Theysen

As development on Dawn of War 4 gathers pace like the Waaagh! of a planet-cracking Ork stampede, we’re getting a better sense of exactly how the real-time strategy Warhammer 40,000 game will play. King Art Games has already published numerous gameplay videos showing off competitive multiplayer, which will be an important part of the game, but how, exactly, will the Space Marines work?

You know the Space Marines, right? The poster boys of Games Workshop's Warhammer 40,000 tabletop are more often than not the stars of the show when it comes to video game adaptations. From the Ultramarines to the Space Wolves, the Space Marines have been leading the Warhammer 40,000 video game charge from day one. Indeed, the Dawn of War series' Blood Ravens, which were created by original developer Relic Entertainment, are now firmly entrenched within the Warhammer 40,000 canon as a legit chapter of Space Marines.

In Dawn of War 4 the Blood Ravens return, but this time they have help in the form of the Dark Angels and, briefly during the campaign, their primarch, Lion El'Jonson. In this exclusive interview with director Jan Theysen, we go into detail on how the Space Marines actually work in Dawn of War 4, explore some winning strategies, and find out what sets them apart from the Necrons, Orks, and the Adeptus Mechanics. We’ve also got a batch of exclusive screenshots showing off the Space Marines in all their glory, which you can view via the slideshow below.

IGN: How would you describe the Space Marine faction in terms of how it plays and how its different from the other factions at launch?

Jan Theysen: The Space Marines are definitely the most elite faction we have in the game. You control relatively few units that are pretty expensive, but also very good in what they're doing. You don't want to lose them. You want to protect your guys, you want to upgrade them. There are a lot of different equipments and abilities and so on. If you have your small, super well-equipped Space Marine Strike Force, you really want to care about it. So, especially in the early game, you really don't want to lose one of your units.

But the good news is that in the early game no other early game unit can defeat a Space Marine. They are the big boys. But also there are few. And so that is the challenge: wherever you are you are winning, but you are not everywhere.

IGN: What would you suggest as a good strategy for the Space Marines in multiplayer?

Jan Theysen: In Skirmish and in Multiplayer, it's very important in general to get out there quickly, to capture resource points and so on. But there's a little bit of a disadvantage for Space Marines, right? Because, compared to other factions, they can't quickly capture all the different points because you don't have that many units.

But whenever you see an enemy unit, you know you can probably kill it. So one good idea would be to go out there, maybe try to recapture enemy points pretty quickly because they can't get you off of the point easily again. Be aggressive and go after the enemy and only retreat if the enemy has like, two or maybe three units attacking you. You know that at some point you might think about retreating, or you might think about, just stand your ground, maybe auto heal your unit and wait until reinforcements appear, because that is also something you can do as Space Marines. You're relatively hard to kill. And so you can basically outlast even an overwhelming attack for some time, and wait or keep everybody occupied until the reinforcements arrive.

In general, the Space Marines can build anywhere on the map and they don't need a builder unit. They just call in the buildings from orbit. And so that is something you can keep in mind. You can maybe put some of your production buildings next to resource points, or almost build a little bit of a secondary base somewhere closer to the front line maybe, so that when you produce units they are already where you need them. And you can also produce units in reserve, which basically means that instead of producing the units and then having it on the battlefield already, you have the unit in orbit and can bring it down via Drop Pod or via Thunderhawk, which gives you a lot of flexibility. Because basically, if there is a surprise attack somewhere else, or if you spotted maybe a point that is not super well defended, you can just bring more units in and really quickly capture this point. These shock and awe tactics, so to speak, is really something that Space Marines excel at.

IGN: What are some of the little details you added to the Space Marines that players will notice?

Jan Theysen: A lot has to do with equipment and weapons. So when the Space Marines level up, you can give them better weapons, but not necessarily just a straight better weapon, but you can then start to specialise them. The Intercessors, for example, you can go for longer range or for more like an Auto Bolter, which fires faster. And you can push the units in a certain direction. And this is also true if you have something like a Dreadnought. Do you want a Dreadnought that's really strong against vehicles? Or do you want a Dreadnought that’s really strong against masses of infantry? And then you might pick a Gatling gun or you might pick a plasma gun. And so basically, Space Marines are super flexible.

To me they feel like in Dawn of War 1 where you had your units where you feel like, oh, these are my anti-infantry guys, and these are my whatever, and you build this little super specialised squad. Or maybe one or two units together. And then you have your hero killers or you have your vehicle destruction crew or something like that. And that is a lot of fun.

I think in general the Space Marines are probably one of the easier factions to play because you don't have that many units you have to control at any point. And since they're not that easy to kill, they forgive if you take a couple of seconds longer to realize that you're under attack. But on the other hand, if you then lose a couple of them, or if there's like a surprise attack from the enemy, it takes longer until you get back to full speed. Because not only do you have to buy a unit again if you lost a unit, but then you also have to upgrade them. And so you really want to make sure that you keep your units alive.

IGN: In terms of animation and design, how did you approach building the Space Marines so they don’t all run around looking like Buzz Lightyear?

Jan Theysen: I think we can all agree that Space Marines look badass, but this also comes with a lot of problems when you want to animate them, right? I mean, having these huge shoulders and having really restricted movement because of the armor and so on does not make your life easier. For the animators, it's figuring out how can we make sure that they feel right in terms of, they are very strong and they are very massive, but they are also very quick. Which is a little bit of a problem, right? Because if you have someone who's just very strong, but then very slow, you can easily communicate, okay, it's like a muscle mountain and usually slow but super strong. But you also want to make them quick, right? And so it's like, okay, if they're just stronger and quicker than everybody, then they are again kind of normal humans.

How can we communicate this strength? If a Space Marine fights an Ork, or they can also fight in our game a Guard in Multiplayer or in Skirmish, then you really see the difference. Then you really see, okay, how big a Space Marine is and how powerful a Space Marine is compared to other units.

And this was also one of the reasons why we actually start the game or the tutorial with the Guards. Because we wanted to set the baseline first. Like this is normal people, normal soldiers basically. And these are Space Marines, and this is how much better the Space Marines are. Because in the end, if everybody is like a super warrior then nobody is a super warrior.

IGN: What are the most powerful endgame Space Marine units?

Jan Theysen: In general, compared to other factions, the Space Marines do not have like this one super unit at the end. But they have a strong roster all the way through. They might even be a little bit focused on infantry because they have definitely a lot of different options there, including Terminators and Bladeguards and Eliminators, so very different kinds of infantry.

But then at some point you get the Dreadnoughts, which are already nice, but then you get the tanks. We have the Gladiator in two different versions: the Lancer and the Reaper. And then we have the Redemptor Dreadnought, which is the biggest tank in the game and also one of the biggest units in the game.

But compared to, let's say, an Imperial Knight, which is what the Ad Mech gets, they are not on the same level because they are still meant to be like a unit that you use in normal battles basically, or like in normal situations. So you might have two or three Reapers, you might have two or so Redemptor Dreadnoughts, and then you have your little tank strike force there. So it's not like this, okay, you have one of those, and this is like super special, right?

IGN: Which characters are available for the Space Marines and how do they work?

Jan Theysen: The Space Marines actually have the most characters and also the most playable characters. We have two Blood Ravens and two Dark Angel characters in the game. The Blood Ravens are Cyrus, who is basically a sniper / infiltrator who can hide, and he has a very long range weapon and a lot of stuff that revolves around hiding and scouting. Then we have Jonah Orion, who is a Librarian. He, of course, has a lot of different spells and stuff he can do to AOE attack.

Then we have for the Dark Angels, Astoran, who is a Captain in Terminator armor. He is the tankiest of the commanders we have in the game. You can equip him offensively, defensively, range, melee, so he's really, really flexible. But he is always super tanky. If you put him in a group with Bladeguards or other Terminators, that's definitely a brick that's hard to kill. And then lastly we have Ezrael, who is a Chaplain on Bike. And his main thing is, first of all, he's fast because he's an Outrider, but also, he can buff and motivate, so to speak, people around him. So he's very good at making others around him fight better. But he's also really a good character for just quick interventions. Because again, as a Space Marine, you have the problem that you can't be everywhere at once, right? So attach him to a unit of Outriders and have him as a fire brigade — something is burning, go figure it out. He's very, very useful for that.

IGN: Since the last time we spoke the game was pushed back to December. What are you now able to achieve that you wouldn't have been able to otherwise?

Jan Theysen: It's not like the one big thing we still wanted to do, right? It's more like there are a bunch of different things that we got from feedback from playtests and so on, where we felt like, oh yeah, that would be good to have it, it would be nice. Also, sometimes things we said, okay, we're probably not going to put it in the launch version, but then, that's definitely a we should do later on.

And then when we talked about, okay, do we want to launch in September or December? We basically said, okay, if we start in December or, you know, late November for the preorder guys, we could just put a lot more of these nice to have, should haves, and so on into the game and also, of course, just polish everything more in terms of performance and visuals.

And, as you know, this September is very busy. So a lot of things came together. We basically said, okay, this is probably the right decision because in the end, it's less than three months later, but we think the game is a lot better because of it.

Warhammer 40,000: Dawn of War 4 launches on PC on December 3, 2026.

GTA 5 Made Playable in Browser as AI-Generated Game Chaos Continues

Grand Theft Auto 5 was made playable in a browser before it was pulled offline, amid an explosion of AI-fueled games across the internet.

Footage of GTA 5 running in a browser spread via social media yesterday, though the game's website is now offline — with reports that hosting service Cloudflare stepped in to intervene.

This latest development follows last week's cease and desist sent by Bethesda to block the AI-generated Fallout: New York fan project, which was also made playable via a PC browser. That game had been built by Claude Opus 5.5, and it seems likely that the PC build of GTA 5 was compiled similarly.

GTA 5 is now playable on web browser

Here I am playing GTA 5 on chrome https://t.co/W7L7qfuI2Z

— Pixel Gamer 4k (@4k_isn) October 6, 2026

The owner of the GTA 5 browser website is now asking "Who wants the source code?" https://t.co/pEs6lLSXhP

— Pixel Gamer 4k (@4k_isn) October 6, 2026

Last week, IGN reported on the original Xbox version of Halo: Combat Evolved, which was made available to play in a web browser. This is not a port of Bungie’s seminal 2001 first-person shooter, rather the original Xbox game running in your browser.

There's no doubting the popularity of these AI-built clones or derivative games, with images and gameplay videos being shared widely on social media alongside impressed responses from fans. But the owners of these franchises such as Rockstar and Bethesda will inevitably take a dim view of what they will likely see as piracy — particularly in the case of GTA 5's port.

Still, it remains to be seen exactly how the rapid progress of AI will be checked — or how AI-generated versions of popular games will be policed in future, beyond publishers simply playing whack-a-mole as popular examples pop up.

AI is making what was traditionally a painstaking process of reverse-engineering and recompilation significantly faster, which has prompted some to wonder about the future of commercial video game development. Why buy a Switch 2 if you can have AI generate a clone of one of Nintendo's exclusives for free in your browser?

Others, though, have pointed out that none of the "game-merging" mods or clones display any creativity or present any new ideas, rather take existing popular video games and either mash them together or simply replicate what is already playable better elsewhere.

The question for Rockstar and parent company Take-Two now is, how long will it take for GTA 6 to be made playable in a browser, and what can it do to stop it?

Ubisoft Will Reportedly Try Relaunching Watch Dogs: Legion With a Director's Cut

Ubisoft will attempt to relaunch Watch Dogs: Legion next year via a revamped Director's Cut, it's been reported.

Legion launched back in 2020 to a somewhat tepid reaction, and the once-promising franchise has subsequently been rested, with no all-new game believed to be in development. But there is a push to do more with Legion early next year, Insider Gaming has reported — something that IGN has also heard through its own sources.

Watch Dogs: Legion divided fans by ditching the series' single-protagonist focus, and instead allowing you to play as any NPC from its virtual recreation of post-Brexit London. In practice, though, that meant playing as one of various archetypes (builder, hooligan, spy) who could be killed off if you failed missions.

Later DLC added Watch Dogs 1's Aiden Pearce and Watch Dogs 2's Wrench as playable characters, before an Assassin's Creed expansion attempted to reignite interest with a fun but non-canonical crossover featuring a descendant of Assassin's Creed Syndicate's Jacob and Evie Fry.

What could Watch Dogs: Legion Director's Cut contain? It seems likely to expect the above content to be included from the off, and perhaps more of a focus on the series' more recognizable faces, rather than that ability to play as anyone — but time will tell.

Watch Dogs: Legion creative director Clint Hocking abruptly parted ways with Ubisoft earlier this year, despite being in the middle of leading development on Assassin's Creed Hexe. Subsequently, Hocking said the experience of leading a large team within Ubisoft had been like working while "flaming barrels [are] falling down from a construction site," akin to a scene from the arcade game Donkey Kong.

This month, Ubisoft boss Yves Guillemot acknowledged the fact that Watch Dogs hadn't been named alongside its other major franchises as a focus for the company following its recent restructure, but said it was still considered "an important brand for the future." In the meantime, it remains unclear what is happening with the long-planned Watch Dogs movie project that wrapped production two years ago and had reshoots last year, but still lacks a release date.

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World of Warcraft

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

 

EVE

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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