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Grand Theft Auto 6 players are hoping Rockstar Games will have news to share this week after some fans reported receiving marketing emails from Sony.
Rumors of an impending announcement kicked up yesterday when some fans shared that Sony had sent emails instructing them to upgrade from a PlayStation 4 to a PlayStation 5. As collected by X/Twitter user @videotech, images of the alleged marketing push have been published by a growing number of users online, with the message seemingly tied to those who have wishlisted the game but have yet to pick up a PS5.
"Grant Theft Auto 6 is on your wishlist," the email being shared around says. "Get a PlayStation 5 today to be ready for when Grand Theft Auto 6 launches on November 19, 2026."
According to reports, Sony is sending emails to some people who currently don’t own a PS5 and who have GTA VI wishlisted on the PlayStation Store to market them to buy a PS5 https://t.co/YgtmDaQxos
— ben (@videotech) May 8, 2026The email itself is far from confirmation that Rockstar will begin to roll out more information about GTA 6 in the near future, but fans are including it in what has become an expanding list of what they believe is evidence. For starters, the emails are said to be coming from Sony, which, as recently reaffirmed by Take-Two Interactive CEO Strauss Zelnick in a Bloomberg interview, continues to have a marketing deal with Rockstar. There's also the mention of that November 19, 2026, release date, suggesting the studio is confident that no further delays are expected.
While what seems to be a relatively small selection of users have reported receiving the email, some Grand Theft Auto Online players have also reported receiving different notifications from Sony. Like the email, these messages have allegedly been received directly on PlayStation consoles and refer to users as "a top Grand Theft Auto 5 player" before pushing them to upgrade to PS5.
Head further down the rabbit hole to find that some fans believe Rockstar will soon open a pre-order option after Sony removed it from its "Just Announced" tag on PS5. There are also similarities between a "2026 Great Games" graphic featured on the PlayStation Store and the GTA 6 logo, though, as some have already pointed out, the former is quite old.
HOPEPerhaps the most compelling piece of evidence of all is that Take-Two announced in February that it has plans to ramp up marketing for the new Grand Theft Auto game sometime this summer. The company also recently revealed its plans to deliver an "exciting" update for GTA Online in the next few months, too. Like most GTA 6 theories, though, it's important to take all of this with a grain of salt until Rockstar has something more official to share.
"They got to [get GTA 6] out before society collapses," one fan joked, "They can't wait any longer."
Right or wrong, GTA fans are notorious for coming up with some of the most out-there theories gaming has ever seen. One fan literally looked to the stars to help them come up with a wild theory for the release date of GTA 6 trailer 3.
For more on GTA 6, you can read about the estimated budget for the new game. You can also see what Zelnick had to say about the lack of PC support at launch.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


Psychonauts and Kiln developer Double Fine Productions has laid the groundwork to become the latest Microsoft studio to form a union.
As first reported by Aftermath, the San Francisco-based game studio filed a petition with the National Labor Relations Board May 7, 2026. The organization effort with the Communications Workers of America (CWA) follows the 450 Blizzard Entertainment staff who voted to unionize in August 2025, and the union formed by 165 developers at id Software the following December, as well as others. As outlined in the petition, the Double Fine union will include 42 "regular part-time and full-time employees."
“On May 7, the workers at Microsoft studio Double Fine Productions announced their decision to form a union with CWA to preserve and extend the studio’s commitments to creative excellence, diversity and inclusion, and worker quality of life," CWA told Aftermath in a statement. "In tandem with requesting voluntary recognition from the company, workers have also filed an election petition with the National Labor Relations Board (NLRB) to secure union representation. We appreciate that Microsoft has taken a neutral approach and agreed not to interfere in any way with worker’s rights to organize unions.”
Double Fine was acquired by Microsoft in 2019 and has a 25-year history in the gaming space. Its most well-known title is probably the mind-bending platformer Psychonauts, which went on to get a sequel in 2021. Other popular titles under its belt include Brutal Legend, Broken Age, and Costume Quest. Kiln, a multiplayer brawler that lets players control moldable pieces of pottery, arrived as its most recent project just weeks ago, on April 23, 2026.
Double Fine's move to unionize arrives in the midst of a period of uncertainty for Microsoft. Following layoffs that affected around 9,100 employees in July 2025 and even more in 2024, a Bloomberg report in October of last year stated that the Xbox company had allegedly been pushing its game developers to deliver a steep 30% profit margin. In addition to the layoffs, Microsoft cancelled multiple projects, including games from the now-shuttered The Initiative, ZeniMax Online Studios, and Rare, in 2025 alone.
Shakeups at the company continued in February 2026 when it was announced that both Xbox CEO Phil Spencer and Xbox president Sarah Bond would be leaving the company. Then-Microsoft CoreAI president Asha Sharma has since replaced Spencer as CEO, with Xbox Game Studios head Matt Booty stepping in as chief content creative officer. Sharma's time in the spot has already been followed by a number of other changes, including a leadership reshuffle and the discontinuation of Copilot on console last week, as well as Game Pass price cuts.
The CWA said in its statement that Microsoft has agreed to take a neutral approach to unionization at Double Fine after the expiration of a previous neutrality agreement late last year. Other Microsoft developers who worked to form unions before the agreement expired include staff from the World of Warcraft, Overwatch, and Blizzard Story and Franchise Development teams. Meanwhile, Raven Software Quality Assurance developers became the first Activision Blizzard workers to unionize in 2022 before scoring their first contract with Microsoft just last August.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


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.


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.

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 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 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.




