الوسم: cards

  • Pokémon Card Restock Turns Violent at Kentucky Walmart

    Pokémon Card Restock Turns Violent at Kentucky Walmart

    Digital Phablet – A Walmart in Kentucky recently transformed into a battleground after restocking a new shipment of Pokémon cards. Footage of the chaos quickly spread across social media, showing customers clashing in their rush to grab their favorite booster packs.

    What was once seen as a harmless hobby among franchise enthusiasts has now fallen prey to scalpers and borderline gambling tactics. People are either bulk-buying cards to resell at exorbitant prices online or sharing videos on social media in hopes of attracting attention that could lead to rare cards worth hundreds or thousands of dollars.

    Some collectors even send their packs to content creators to drum up excitement.

    Chaos erupts over Pokémon card restock at Kentucky Walmart

    Recently, controversial influencer-turned-wrestler Logan Paul sold his Pikachu Illustrator (PSA 10) card for an astonishing $16.5 million in February 2026. According to online reports, only 39 copies of this card exist, awarded in a 1997-1998 contest.


    As reported by Channel 6 Kentucky, witnesses shared that many customers had queued early in the morning at Walmart. Tensions soared as the inventory depleted quickly, leading to a chaos-filled in-store melee. One shopper remarked, “It went from calm to chaos in seconds. Once people saw it was selling out, everyone rushed at the same time.”

    This incident also saw multiple buyers attempting to snap up numerous packs, often leaving others unable to access cards they wanted to enjoy the hobby.

    Chilling News from Chile: Young Pokémon card seller murdered by couple

    Chilean reports indicate that a 20-year-old Pokémon card seller was murdered by a couple suspected of theft and homicide. Early updates reveal her body is still unlocated, with her parents claiming it might be inside the suspect’s apartment.

    Furthermore, a Chilean news outlet reports that the couple allegedly stole a folder belonging to the young woman, containing Pokémon cards valued at approximately 3 million Chilean Pesos (about $3,360 USD).

  • Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    When you first enter the main hub area of Mouse: P.I. For Hire, which is your office, you’ll unlock several features. This includes a shop where you can buy ammo and missing collectibles, a weapons upgrade workshop, and a bar where you can relax and play Baseball Cards.

    Baseball Cards is just what it sounds like. It’s baseball, but instead of a ball, bat, and mitt, you play with a deck of playing cards. The game plays similarly to traditional baseball—the goal as a batter is to hit home runs, while as a pitcher, your aim is to throw the ball and prevent the batter from scoring. It’s tougher than it sounds.

    How to Play Baseball Cards

    If you’ve tried playing before, you know it seems simple but can be quite challenging. The same mouse is always your opponent, with a deck that’s heavily upgraded, making it hard to beat until you get some new cards. Your objectives can change during the game, so it’s important to understand what you need to do at each stage.

    Note: You do not earn Tokens for a tie; Tokens are only awarded when you win a match.

    You always start as the batter. You’ll play five rounds batting, then switch to pitch for five more rounds. The total is ten rounds. During batting, your goal is to hit home runs; during pitching, you try to stop the opponent from scoring.

    Unlike real baseball, there are only two innings—one batting and one pitching. The game ends after those two innings. Striking out doesn’t affect your score apart from the points you earn during batting. You will always play all ten rounds, five as batter and five as pitcher.

    This order matters because it lets you see how many points your opponent can score before your turn ends. For example, if you score 5 points during your turn, and your opponent can only score 4, you win. If you score just 1 point, you need to prevent them from scoring any points to win.

    How to Get More Cards

    To build a strong deck before spending money, complete missions and find collectibles. Typically, each mission has two or three collectibles, which you add to your deck when found. If you miss them, you can buy these collectibles afterwards from the shop in town, but you’ll have to pay for them.

    The shop also sells booster cards for your batter and pitcher, but they’re expensive and not necessary. It’s better to save your money for collectibles. The cards you get from missions usually have enough high stats to be effective, so extra booster cards aren’t essential.

    How to Score Home Runs

    When you’re batting, your main goal is to hit home runs. This means hitting the pitch and making your players (cards) travel around the bases back to home plate. Once a player crosses all three bases and reaches home, you earn a point.

    Any players left on the field at the end of your five rounds are discarded once a new inning begins—they won’t earn any points.

    Your success depends on both the card you play and what your opponent plays. Since you can’t see their cards until both are chosen, you need to pick your best option. There are three card types to pay attention to:

    Card Type Explanation
    Batters These are your players when batting. They display two numbers. The top is for Power Swing, the bottom for Speed Boost. Power Swing decides if you hit the ball; Speed Boost determines how far they run.
    Power Swing An extra point added to the batter’s Power Swing number. You can play one per turn, but not both Power Swing and Speed Boost cards on the same turn.
    Speed Boost Adds extra points to the batter’s Speed Boost number. Like Power Swing, only one boost card can be played per turn.
    Pitchers These are your players when pitching. They have two numbers: Pitch Focus and Fielding Play, which influence whether you strike the batter out and how your fielding affects hits.
    Pitch Focus Adds points to your pitcher’s Pitch Focus. Only one per round, cannot combine with Fielding Play.
    Fielding Play Adds points to your pitcher’s Fielding Play. Only one per round, cannot combine with Pitch Focus.

    Each round, you can play one batter card and optionally boost either Power Swing or Speed Boost. If you believe your batter’s stats are already high enough, you might skip boosts, but boosting is recommended because your opponent tends to have strong pitching stats, and you’ll draw more cards each turn.

    For hitting, your batter’s Power Swing needs to be higher than the opponent’s Pitch Focus. If it’s exactly equal, a coin toss determines the outcome. If your Power Swing exceeds their Pitch Focus by three points or more, you score an automatic home run. Achieving those high numbers boosts your chances of scoring.

    If your Power Swing isn’t higher, you’ll strike out, and all your cards will be discarded for that round. A successful hit moves your batter the number of bases on the bottom, plus any Speed Boost. The pitcher can reduce this movement by subtracting their Fielding Play from your batter’s speed, and this applies to any runners already on bases. High Fielding Play can even prevent your batter from advancing or cause them to stay on base.

    To maximize home run chances, prioritize high Power Swing for your players. Speed is secondary—most low-speed batters tend to have high Power Swing stats, and vice versa. Boosting your high Power Swing batter’s Speed can help them reach the bases faster.

    How to Stop the Batter from Scoring

    Defensively, your goal is to prevent the opponent from scoring. Just like batting, your pitcher has three card options: the main pitcher card and two optional boost cards. Focus on playing a pitcher with the highest Pitch Focus possible. If the Pitch Focus is over 8, enhancing your Fielding Play will also be important, especially if there are runners on base.

    Even if the opponent doesn’t hit, any runners on bases will still attempt to steal bases based on their Speed minus the Fielding Play. It’s crucial to assign some Fielding Play value to slow their advance.

    If they hit a home run, everyone on the field scores, regardless of speed, so don’t assign a low Pitch Focus to your pitcher without boosts. Having a Pitch Focus below six is risky unless you boost it.

    Once you get the hang of it, stopping your opponent is generally easier than scoring points yourself. Pay attention, play your best cards, and even scoring two or three points during your turn can give you an advantage.

    Inside the Prize D-Spenser

    Besides the satisfaction of winning, the game offers a reward for winning Baseball Cards matches. This requires winning 20 matches—more than just one—since you need 30 wins to unlock the associated achievement. Once you do, you’ll receive 20 Tokens to use on the Prize D-spenser located at the bar corner.

    Inserting tokens will unlock the X1 D-Mousifier, a powerful ray gun, which is a great addition to your weapons collection. This also unlocks the achievement called “Everyone Loves Raygun.”

  • How to Evolve Weapon Cards and Solve Challenges in Vampire Crawlers

    How to Evolve Weapon Cards and Solve Challenges in Vampire Crawlers

    As you progress in Vampire Crawlers, you’ll build your deck with various weapon cards. These cards are essential for dealing damage to enemies and exploring different dungeons. You can upgrade your weapons in several ways, but evolving cards is one of the most effective methods.

    By evolving your cards, you’ll unlock new, more powerful versions that can’t be obtained through other means. These evolutions usually significantly increase damage output, making them highly valuable. Here’s what you need to know about how to evolve your cards in Vampire Crawlers.

    How Evolutions Work

    To create an evolution, you need two things: at least two specific cards and a Red Gem. Red Gems can be acquired in two ways—either as rewards from chests (which is random) or by finding a stone slab that contains a gem (a 50-50 chance). Sometimes, the slab might also hold a Blue Gem, which grants +1 Mana instead.

    Once you interact with a Red Gem, the game will automatically tell you if you can evolve two cards you currently have. Keep in mind that both cards will be replaced by the new, evolved card—usually much stronger—so choose carefully before confirming.

    There’s no limit to how many evolutions you can perform in a single run — as long as you have the specific cards and Red Gems.

    To know which evolutions are available and what cards you need, you should unlock the Relic Grim Grimoire.

    How to Unlock the Grim Grimoire

    The Grim Grimoire is a special relic that shows all possible evolutions you can make. At first, it displays question marks for unknown cards, but as you unlock certain evolutions, those will be revealed. The relic highlights in yellow the cards you currently possess.

    You can find the Grim Grimoire on a shining bookshelf in the Inlaid Library, which is the first area of the second location you can unlock. You need to break this bookshelf to access it.

    The location is random, but you can see points of interest marked on your map. Visit all of them on each floor to find it.

    Performing Evolutions

    After obtaining the necessary cards and a Red Gem, just pause the game. A menu for the Grim Grimoire will appear, allowing you to choose which cards to evolve. This process will replace your selected cards with their evolved versions.

  • Top 5 Strixhaven Lorehold Cards for Completing and Solving MTG Secrets

    Top 5 Strixhaven Lorehold Cards for Completing and Solving MTG Secrets

    If you enjoy decks in Magic: The Gathering that repeatedly interact with the graveyard, Lorehold might be the college for you at Strixhaven. With the return of the Flashback mechanic, there are many ways to give cards a second shot to influence the game.

    We’ve highlighted some of the top Lorehold cards from Secrets of Strixhaven so far, based on how they could impact Standard or Commander decks.

    Honorable Mentions

    These cards aren’t in the top five yet, but they could become very important once the set releases and the meta shifts:

    • Flashback
    • Borrowed Knowledge
    • Colossus of the Blood Age
    • Kirol, History Buff
    • Ark of Hunger

    5. Aziza, Mage Tower Captain

    For Standard and Commander

    This legendary Djinn sorcerer costs just one white and one red mana. At first glance, it’s a 2/2 legendary creature with no special abilities. However, its ability is quite useful: whenever you cast an instant or sorcery spell, you may tap three untapped creatures you control to choose new targets for that spell.

    In a way, Aziza acts like a powerful Storm effect, especially useful in clutch situations where you want to double up on spells, even if it means tapping some creatures.


    4. Restoration Seminar

    For Standard and Commander

    This spell costs seven mana, which might seem high at first. The key is understanding the added value: it returns a nonland permanent from your graveyard to the battlefield — a creature, artifact, or enchantment.

    What truly makes this card powerful is the Paradigm mechanic from Strixhaven, allowing you to cast a free copy of the spell at the start of each first main phase for the rest of the game if the initial cast was successful. These additional copies can still be countered but don’t cost mana. Despite the initial cost, successfully resolving this spell can be a game-changer.


    3. Emeritus of Conflict

    For Standard and Commander

    While this card fits well in Prismari decks too, Emeritus of Conflict features first strike—a common trait among Lorehold and Boros creatures. It’s a 2/2 for only two mana and can cast Lightning Bolt for just one mana using the prepare mechanic, dealing three damage to any target.

    To use the prepare ability on Emeritus of Conflict, you need to cast three spells in a turn. It doesn’t enter prepared, which limits its power slightly but keeps it balanced. This card can be very useful in both Prismari and Lorehold decks, showcasing the versatility of the Strixhaven college system, as long as mono-color cards aren’t hampered by restrictive keywords.


    2. Antiquities On The Loose

    For Standard and Commander

    This three-mana sorcery screams Lorehold’s theme. If cast normally or via Flashback, it’s bound to annoy your opponent. It creates two 2/2 spirit tokens, and if cast from anywhere other than your hand (like through Flashback), it puts a +1/+1 counter on every spirit you control, including tokens and non-tokens.

    While the Flashback cost is increased to six mana, it’s worth it if you have spirits on the board and are close to ending the game. Finding ways to reduce its mana cost or trigger additional copies (such as with Aziza) can boost your board presence. Just be cautious if your opponent runs board wipes.


    1. Lorehold, The Historian

    For Standard and Commander

    This legendary 5/5 flying dragon is nothing to overlook. Its true strength lies in its secondary abilities. For five mana, it’s a fair cost for a powerful creature, especially if you can keep it on the battlefield longer.

    Lorehold, The Historian grants each instant and sorcery in your hand “Miracle 2,” meaning you can cast one for just two mana if it’s the first card drawn that turn. Additionally, it allows you to discard a card during each opponent’s upkeep for a chance to draw again, potentially setting up more Miracle plays.

    This card is expected to see more use in Standard initially, as its mana cost is high for Commander, but it’s excellent for mid-to-late game swing plays that can turn the tide of battle.

  • Top Slot Cards in Raccoin for Completing and Solving

    Top Slot Cards in Raccoin for Completing and Solving

    Slot Cards, also known simply as Cards, are a straightforward yet powerful way to change your gameplay in Raccoin. Before using them, you must select a Card that has one or two effects, which can significantly alter how you approach each round and what strategies you need to plan for the future.

    There are a total of 13 Slot Cards in the game. Once you’ve unlocked all of them, it can be tricky to decide which ones to pick and which characters they work best with. This guide aims to help you understand which Slot Cards are most effective in Raccoin.

    Refitted Card
    Raccoin is a game centered around coins, but the chips you choose can be just as impactful and sometimes make the biggest difference. The Refitted Card allows you to add an extra chip to your run. Instead of the usual five slots, you get six. Since reaching high score rates is crucial in Endless Mode, and chips are the main way to boost your score rate, this Card gives you a real advantage.

    Image illustrating the Refitted Card

    Knight Card
    The Knight Card pairs well with characters like the Manager or the Trader, who often use regular coins and have special coins that can greatly boost coin value. When you play this Card, you’ll start each run with the BankBook and Desktop Vacuum. The BankBook saves your unused coins for your next run, and the Vacuum adds an extra coin for every ten coins scored.

    If you use this Card wisely, you can end each round with a large number of coins—likely over 100 coins by the later stages. This is very useful for tossing many coins and controlling the game.

    Image illustrating the Knight Card

    Wood Card
    This is a simpler Slot Card. It allows you to reroll items in the shop twice for free, which is especially helpful early on when you don’t have many tickets. It’s also useful in later rounds if your build benefits from buying lots of special coins, as it lets you avoid spending tickets to restock the shop. This way, you can save your tickets for more coins.

    Image illustrating the Wood Card

    Sketch Card
    Gadgets are some of the most powerful prize items in Raccoin. You typically won’t encounter many early on, but as you progress, you can find strong gadgets like the Coin Stage, which lets you rain down special coins if you pay the cost, or the Raccon Tower, which destroys Bad Coins and ignores the BadBad modifier.

    The Sketch Card is particularly powerful because it lets you duplicate gadgets like the UFO Caller—an item that summons a UFO to help collect coins—making it much easier to use gadgets effectively in your run.

    Image illustrating the Sketch Card

    Royal Card
    This Card is best suited for late-game chaos. When you reach this stage, shop options become limited mainly to Clip Expansions. But with the Royal Card, all your coins are essentially treated as special coins, regardless of their original type. Your machine will fill with over a hundred different special coins, varying based on your character. The gameplay becomes a fast-paced test of your awareness and reaction skills, making runs more hectic and exciting.

    Image illustrating the Royal Card

  • Top Defect Builds, Cards, and Relics for Completing Slay The Spire 2

    Top Defect Builds, Cards, and Relics for Completing Slay The Spire 2

    After unlocking the final character in Slay the Spire 2, you’ll encounter The Defect. This character is familiar to fans of the first game and is returning in the sequel. The Defect battles using unique orbs called Orbs, which are represented by special balls with different effects. You can combine these Orbs with specific cards to create powerful synergies.

    This guide covers the top strategies for playing as The Defect, including which cards to prioritize and the best relics to look for. Let’s explore the most effective builds for The Defect in Slay the Spire 2.


    The Best Defect Builds

    While you can develop multiple builds with The Defect—and one popular approach involves Status cards that may still have untapped potential—this guide focuses on two main strategies: the Claw Build and the Orbs Build.


    The Orbs Build

    The Defect can channel Orbs above himself, which possess both passive and evoke effects. Passive effects activate at the end of each turn, providing ongoing benefits, while evoke effects require you to use cards with Evoke or channel a new Orb when you have no open slots.

    Start with three Orb slots, but the goal is to expand this capacity. To do so, you need the card Capacitor, which increases your slots by two (three if upgraded). This allows you to develop a large army of Orbs, leading to numerous buffs or damage pokes.

    There are various types of Orbs, but many players favor Lightning Orbs, as they are easy to channel with cards like Zap, Ball Lightning, and Lightning Rod. Tesla Coil and Voltaic are also valuable. Voltaic lets you channel Lightning Orbs multiple times per fight, especially once upgraded (removing Exhaust). This means you can evoke dozens of Orbs and unleash significant damage.

    When many Lightning Orbs are on the field, Tesla Coil becomes a game-changer, as it triggers all Lightning Orbs against a single enemy, especially effective with Capacitator and Focus-enhancing cards like Defragment.

    Best Cards for the Orbs Build

    Name Cost Effect
    Capacitor 1 Gain 2 Orb slots.
    Voltaic 2 Channel Lightning Orbs as often as you’ve channeled during combat; Exhaust.
    Defragment 1 Gain 1 Focus.
    Tesla Coil — Deal 3 damage and trigger all Lightning Orbs against one enemy.
    Zap 1 Channel 1 Lightning Orb.
    Thunder 1 Evoke 1 Lightning Orb; deal 6 damage to all enemies.
    Ball Lightning 1 Deal 7 damage and channel 1 Lightning Orb.
    Barrage 1 Deal 5 damage for each Orb you have.
    Lightning Rod 1 Gain 4 Block; for next 2 turns, you earn 1 Lightning Orb each turn.
    Hotfix — Gain 2 Focus this turn.

    Cards like Defragment and Hotfix increase your Focus, boosting Lightning damage. Use them before activating Voltaic or Tesla Coil for extra damage output.

    Keep in mind that Hotfix only grants Focus for one turn. While other cards can channel Orbs of different elements—like Cold Snap (Frost) or Shadow Shield (Dark)—this build emphasizes Lightning Orbs. Note that this build might lack strong Block power, so you may need additional defenses if facing enemies that limit card plays in a row.

    Best Relics for the Orbs Build

    Name Effect
    Power Cell Start each combat with 2 zero-cost cards from your draw pile into hand.
    Data Disk Begin each combat with 1 Focus.
    Metronome Deal 30 damage to all enemies after channeling 7 or more Orbs (once per combat).
    Gold Plated Cable The first Orb on the right triggers its Passive twice.
    Emotional Chip If you lose HP during enemy turns, trigger all Orbs’ passives on your turn.

    Note: These relics must be unlocked through gameplay. Once acquired, they enhance your synergy by allowing multiple passive triggers, especially beneficial with Metronome.


    The Claw Build

    The Claw build centers around the Claw card, which costs 0 and deals 3 damage. Its unique trait increases the damage of all Claw cards in your deck each time you use one, creating a snowball effect.

    The main idea is to pack your deck with as many Claw copies as possible and use cards that let you play multiple Claws in a single turn. Since Claw is free to play, it can be used repeatedly without energy cost, making it ideal for continuous damage stacking.

    How to Build the Claw Deck

    • Focus on adding many Claw cards.
    • Use cards that allow you to replay or generate Claw copies, like All for One (which brings back zero-cost cards from discard) and Hologram (which pulls a card from your discard pile into your hand).
    • Enhance Claw’s damage by increasing the number of copies and stacking damage boosts.

    Important Cards

    Name Cost Effect
    Claw 0 Deal 3 damage; each Claw’s damage increases after use.
    Go For The Eyes 0 Deal 3 damage; adds 1 Weak if the enemy intends to attack.
    FTL 1 Deal 5 damage; draw 1 card if fewer than 3 cards played this turn.
    G oFor The Eyes 0 Deal damage and weaken enemies.
    Feral 0 First 0-cost Attack each turn is returned to your hand after playing.
    Momentum Strike 1 Deal 10 damage; cost reduces to 0 after use.
    Echo Form 3 Play the first card of each turn twice.
    All for One 2 Deal 10 damage; put all 0-cost cards from discard pile into hand.

    The goal is to increase Claw damage rapidly and keep your deck lean to draw all Claw copies early. Cards like Hologram allow retrieving high-damage Claw cards, and Upgrading Hologram can remove its Exhaust.

    Synergies and Tips

    • Use Feral to double up on playing 0-cost cards, increasing damage output.
    • Pair Echo Form with 0-cost attacks to maximize attack frequency, though it costs 3 energy.
    • Keep your deck’s size small (ideally under 30 cards) to ensure you draw Claws quickly.

    Best Relics for the Claw Build

    Name Effect
    Power Cell Start each fight with 2 zero-cost cards.
    Iron Club Every 4 cards played, draw an extra card.
    Ornamental Fan Gain 4 Block after playing three attack cards in one turn.
    Kusarigama After three attacks in a turn, deal 6 damage to a random enemy.

    Relics that reward playing multiple cards per turn integrate seamlessly with this build, boosting your damage potential through multiple triggers.


    Summary

    Focus on building your deck around either orb channeling, emphasizing Lightning and related relics, or claw damage stacking, maximizing play frequency of Zero-cost Claw cards. Both builds require specific relics and strategic card choices to reach their full potential. Unlocking and utilizing relics effectively can significantly enhance your overall performance with The Defect in Slay the Spire 2.

  • How to Improve Completing and Solving More Scratch Cards in Scritchy Scratchy

    How to Improve Completing and Solving More Scratch Cards in Scritchy Scratchy

    Scritchy Scratchy focuses on scratch cards, with success coming from unlocking every available card. There are 17 different cards, including one particularly risky “super deadly” card that appears multiple times. To excel at this game, it’s important to know which scratch cards are worth your money and which ones to skip.

    Here’s everything you need to learn about all the scratch cards in Scritchy Scratchy, including the best choices to start with and how to unlock additional decks.


    All Scratch Cards in Scritchy Scratchy

    While playing Scritchy Scratchy, you begin with a simple job washing dishes for a few dollars. As you progress, you can buy your first Two Win scratch cards. The initial playthrough might seem slow, but things will pick up once you advance and “prestige.”

    Important tip: Don’t let Mondu scratch your Final Chance card. If it’s a losing card, Mondu will die, and you won’t be able to buy another one.

    At the end of each first run of a catalog, you get a Final Chance card—inevitably deadly. Dying from it early helps you move to the next catalog faster by unlocking new content. It’s beneficial to use the Final Chance and die as soon as possible if you can afford it, speeding up your progress.


    New Catalogs and Their Benefits

    With each new catalog, new scratch cards become available, and profits increase. This allows you to unlock better gadgets. Some cards carry higher risks, combining big potential winnings with a significant chance of losing money if you uncover the wrong symbols.

    If you’re using the Scratch Bot and Mondu Gadgets without spending Jackpot Points on the Picky Eater upgrade, stick to medium-risk, medium-reward tickets. Be cautious with high-risk, high-reward cards: scratch them by hand and trash those that don’t pay off.

    Recommended starting, mid, and late-game cards:

    • Early game: Quick Cash
    • Mid game: Sand Dollars
    • Late game: Xmas Countdown
    • With Picky Eater upgrade: Booster Pack

    Catalog 1

    Card Name Type Cost Description
    Two Win Low risk, low reward $10 Basic scratch card with minimal risk and reward.
    Mini Scratch Low risk, medium reward $100 Offers better winnings with still low risk.
    Apple Tree Medium risk, high reward $1,000 Higher stakes and larger payouts.
    Final Chance Ultra high risk, ultra high reward $50 million Deadliest card, causes game over if lost.
    Lucky Cat High risk, high reward $300,000 Significant potential payout with high risk.
    The Bomb Very high risk, very high reward $200 billion Very risky, massive payout but very dangerous.
    Snake Eyes Very high risk, very high reward $10 billion Extremely risky, high reward.
    Final Chance Ultra high risk, ultra high reward $50 trillion The deadliest card, game over on loss.

    Catalog 2

    Card Name Type Cost Description
    Sand Dollars Medium risk, high reward $20 million Good mix for mid-game.
    Barnacle High risk, high reward $40 million Increased risk for bigger potential payout.
    Thrift Store High risk, high reward $500 quadrillion Very dangerous but lucrative.
    Berry Picking High risk, high reward $20 quintillion Lucrative but risky.
    Slot Machine High risk, high reward $5,000 quadrillion For high-stake players.
    To The Moon High risk, high reward $800 trillion Very risky, with big rewards.
    Trick Or Treat Medium risk, high reward $60 sextillion Slightly safer, still rewarding.
    Final Chance Ultra high risk, ultra high reward $1,000 quintillion Deadly like the others.

    Catalog 3

    Card Name Type Cost Description
    Bank Break Medium risk, high reward $200 trillion Promising mid-tier gamble.
    Christmas Countdown Medium risk, high reward $10 quadrillion Seasonal, high reward potential.
    Slot Machine High risk, high reward $5 sextillion Great for big wins with caution.
    To The Moon High risk, high reward $800 trillion Very risky but huge payout.
    Final Chance Ultra high risk, ultra high reward $1 quintillion Deadly on failure.

    Catalog 4

    Card Name Type Cost Description
    Trick Or Treat Medium risk, high reward $60 sextillion Festive and profitable.
    Slot Machine High risk, high reward $5,000 quadrillion For high rollers.
    Booster Pack High risk, high reward $30 octillion Offers large rewards with significant danger.
    Final Chance Ultra high risk, ultra high reward $1 quintillion Extremely dangerous, big wins possible.

    Summary of Key Tips

    • Early on, focus on Quick Cash to build momentum.
    • Move on to Sand Dollars and then Xmas Countdown as you progress.
    • Use medium risk cards with the Scratch Bot and Mondu devices unless you’ve upgraded with the Picky Eater.
    • Save high-risk, high-reward tickets for manual scratching.
    • Always ditch losing tickets to avoid losses, especially with high-stakes cards.

    Unlocking each catalog brings new cards, better rewards, and more gadgets. Be strategic and cautious, especially with the more dangerous cards like Final Chance, which can end your game prematurely.

  • Top Silent Build, Cards, & Relics for Completing in Slay the Spire 2

    Top Silent Build, Cards, & Relics for Completing in Slay the Spire 2

    When playing your first game with The Ironclad in Slay The Spire 2, you’ll pick up plenty of useful tips. By the end of this run, you’ll unlock a few Epochs, and one of these will introduce a new character called The Silent. This character is one of the most enjoyable to play because of their high damage potential.

    As The Silent, you have a variety of builds to try. You can experiment with combining different strategies, though some are more effective than others. Choosing the right build increases your chances of beating the game on any difficulty level.

    The Best Silent Build

    The most reliable build for The Silent is the Shiv build. While Poison is also a decent option, it often takes longer to set up, especially when luck isn’t on your side. Poison strategies can feel less powerful because they rely on enemies taking turns to stack damage over time. The Shiv build, however, is more straightforward and consistently strong.

    The Archetype

    The Shiv build is popular because it highlights high-damage cards that you can play for free. Shivs are essentially one-use cards, but they are useful since they deal damage either to one or multiple enemies. Your main goal is to create a deck packed with Shivs right from the start of the battle, maximizing your damage output.

    To do this effectively, you need to build your deck with specific key cards and avoid unnecessary cards that clutter your hand. Sometimes, it’s better to skip adding certain cards after fights if they don’t fit your strategy.

    The Best Cards for Shiv

    The core cards to include in a Shiv deck are those that help you add Shivs easily and boost their damage. Top choices are:

    • Leading Strike: Costs 1 energy; deals damage and adds a Shiv.
    • Blade Dance: Costs 1 energy; adds multiple Shivs (three or four, upgraded).
    • Cloak and Dagger: Costs 1 energy; provides some defense and adds a Shiv.
    • Infinite Blades: Costs 1 energy; gives you a Shiv at the start of each turn.
    • Storm of Steel: Costs 1 energy; replaces your hand with a Shiv.

    Prioritize upgrading Infinite Blades, Storm of Steel, and Blade Dance throughout your runs. These enhance your ability to generate many Shivs quickly, keeping damage high and consistent.

    Enhancing Shiv Damage

    As you gather more Shivs, you’ll want to increase their damage output, especially when upgraded. The key cards here are:

    • Accuracy: Costs 1 energy; increases Shiv damage for the rest of the battle.
    • Strangle: Costs 1 energy; deals damage and gains additional damage per Shiv played.
    • Fan of Knives: Costs 2 energy; adds multiple Shivs to your hand, which then damage all enemies once upgraded.

    Fan of Knives is a powerful upgrade that allows all Shivs to hit all enemies at once, significantly increasing your damage potential. Upgrading Accuracy and other Shiv cards maximizes their impact.

    Support and Deck-Accelerating Cards

    To shuffle your deck efficiently and deal high damage, include cards like:

    • Dagger Spray: Hits all enemies twice.
    • Prepared: Draws and discards a card, helping cycle through your deck faster.
    • Flechettes: Deals damage based on the Skill cards in your hand.
    • Expose: Removes enemy block and applies Vulnerable, making them take more damage.

    Among these, Expose stands out as especially useful, as it strips enemy defenses and amplifies damage output, which is vital when facing foes that rely on blocking.

    Key Relics for Shiv Builds

    While you might not find all desired relics on every run, some significantly boost your Shiv strategy when obtained:

    • Ninja Scroll: Starts each battle with three Shivs, giving an early damage boost.
    • Yummy Cookie: Instantly upgrades four cards, which can include key Shiv upgrades.
    • Neow’s Torment: Returns two cards from your discard pile; useful if you can retrieve powerful Shiv or support cards.
    • War Paint: Upgrades two random skill cards when you acquire it, benefiting Shiv and defense cards.
    • Mercury Hourglass: Deals damage to all enemies at the start of each turn, stacking with Shiv damage.
    • Ornamental Fan: Provides defense when you play three Shiv cards in one turn.
    • Paper Frog: Increases the damage enemies take from Vulnerable effects, crucial for this build.
    • Toxic Egg: Upgrades cards automatically when obtained, helping you strengthen key Shiv or support cards later.

    Essential Relic Cards

    Certain relics can make a big difference, even if you haven’t acquired them early:

    • Toxic Egg: Upgrades cards when you find it, rapidly improving your deck.
    • Mercury Hourglass: Adds consistent damage to all enemies each turn.
    • Ornamental Fan: Boosts defense by gaining block after playing multiple Shiv cards.
    • Paper Frog: Amplifies enemy vulnerability effects for increased damage.

    Focusing on these relics will help maximize your Shiv build’s effects and overall damage output.


    This streamlined build requires paying close attention to card upgrades, relics, and maintaining a deck with high Shivs and damage boosts. Properly managing your hand and sequencing your attacks are key to winning consistently with The Silent using this strategy.

  • Top Standard Cards in MTG TMNT for Completing and Solving

    Top Standard Cards in MTG TMNT for Completing and Solving

    If you want to boost your Standard Magic: The Gathering Arena or physical decks, some key cards from the Teenage Mutant Ninja Turtles set are expected to shake up the current meta.

    While all the TMNT deck types look like fun to play, these specific cards are likely to have a significant impact. They either strengthen existing popular decks or unlock new potential for archetypes that sit just outside the top tiers.

    Class Enchantments

    Each new class enchantment appears in our top card guides for each mana color, and for good reason. Although some are more powerful than others, all of these new class cards give a big boost to both mono-color and two-color decks.

    These enchantments start with a base ability, which can be upgraded using mana up to level three. Each level provides a new effect or an instant return, like retrieving a card from your graveyard.

    Note: Upgrading a class can only be done as a sorcery, meaning during your first or second main phase unless something says otherwise.

    The enchantments usually cost between one and three mana and stay on the battlefield until they are destroyed, bounced, or sacrificed. If bounced, the card can be played again but resets to level one.


    The Last Ronin’s Technique

    A four-mana white instant spell might seem simple at first, but with the new sneak mechanic added, it becomes a top-tier play in mono-white aggressive decks.

    You can cast The Last Ronin’s Technique for just two mana using sneak, which requires an unblocked attacking creature. When cast this way, three 1/1 Ninja Turtle tokens enter the battlefield tapped and attacking.

    Important: Casting this spell normally costs four mana. Hard-casting it will cause the tokens to enter play but not attack, and they will suffer from summoning sickness.

    A drawback is that you need an unblocked attacking creature to use the sneak cost. Depending on the game state, this might not always be possible. However, many low-power creatures in white aggro decks make this workable, especially since taking some early hits is often acceptable.


    Dark Leo & Shredder

    Pairing well with The Last Ronin’s Technique in an Orzhov Ninja deck, Dark Leo & Shredder is a legendary creature that grants all attacking Ninjas deathtouch.

    Dealing combat damage with it also creates a 1/1 black Ninja token. If you control five or more Ninjas, your opponent loses half their life, rounded up.

    This card is efficient, costing only one black and one white mana, and it can activate sneak for the same cost, ensuring combat damage unless countered. This makes it especially threatening if you already have three Ninjas on the board.


    Renet, Temporal Apprentice

    Featured in our best TMNT blue card guide, Renet fits well into control decks.

    It’s a flash creature that can nullify an opponent’s turn, returning all nonland permanents played during that turn to their owners’ hands. In multiplayer, it returns such permanents for any player who played them that turn.

    Key: Flash allows you to play this card at instant speed, reacting during your opponent’s turn.

    While powerful for control, it’s a costly card, requiring five mana. In control decks, you often have extra mana available, which can make this an effective tool to disrupt opponents’ strategies.


    Wingnut, Bat on the Belfry

    Utilizing the alliance keyword, this legendary creature gains haste, flying, or menace whenever another creature enters the battlefield, stacking all effects if multiple creatures enter.

    It also grants attacking creatures +1/0 until end of turn. At only two mana, it’s an excellent addition to aggressive decks, especially mono-red builds, thanks to its low cost and versatility.


    Raph & Leo, Sibling Rivals

    A good piece for Boros decks, when this legendary creature attacks during the first combat phase of a turn, it triggers an extra combat phase and untaps one or two attacking creatures.

    With a cost of three mana, it’s useful for aggressive strategies. Adding haste to this card makes it even more threatening.


    Mutagen Man, Living Ooze

    Our final recommended Standard card is Mutagen Man. This legendary creature has trample and reduces the activation cost of artifact tokens by one mana.

    It’s particularly valuable for decks that focus on +1/+1 counters, as it makes it easier to reuse mutagen tokens—generated by paying an X cost, which is two green plus X mana. For example, paying two green and five X produces five mutagen tokens, which can be sacrificed for free to buff creatures.


    Honorable Mentions

    • Leonardo’s Technique
    • Kitsune’s Technique
    • Leonardo, Sewer Samurai
    • April, Reporter of the World
    • Krang, Master Mind
    • Rat King, Verminister
    • Super Shredder
    • Casey Jones, Vigilante
    • Leatherhead, Swamp Stalker
    • Michelangelo, Mutant BFF
  • Top Lorwyn Eclipsed MTG Cards for Standard Completing and Solving

    Top Lorwyn Eclipsed MTG Cards for Standard Completing and Solving

    If you’re preparing to build your next Magic: The Gathering deck for Standard play but aren’t sure which cards should be the main focus, we’re here to help.

    Most Standard decks are built with at least 60 cards, but only a few cards really make a big difference in the game. These standout cards either work well with other cards or feature powerful mechanics. Here are some key cards to watch in Lorwyn Eclipsed.

    ### Hexing Squelcher
    A card that drew immediate attention when revealed, Hexing Squelcher is a two-drop red creature that can’t be countered. It also makes your spells immune to counters and grants a two-life ward to all your other creatures. This aggressive card can quickly disrupt control decks that often need a few turns to get going and can limit their options early in the game.

    ### Moonshadow
    For just one black mana, Moonshadow is a 7/7 creature that enters the battlefield with six -1/-1 counters on it. Alternatively, it’s great for removing Blight counters by sacrificing other creatures, which makes it very versatile. If combined with cards like High Perfect Morcant or facing opponents running Blight decks, counters can be removed from Moonshadow rapidly, making it a strong threat.

    ### Ajani, Outland Chaperone
    Although it was a close call, this three-mana planeswalker is worth including. It can generate tokens or help remove large early- to mid-game creatures, making it a powerful addition. However, be aware that Ajani can be countered easily in white and green decks because of limited protection spells, and targeting removal could be a risk.

    ### Sear
    Red and Izzet decks usually have plenty of removal options, but Sear stands out because it’s effective against planeswalkers as well. For two mana, Sear deals four damage to a creature or planeswalker, offering versatility. The challenge is fitting it into your deck without overloading on similar spells or running out of copies.

    ### High Perfect Morcant
    This elf card can significantly boost elf decks. It’s a 4/4 that places -1/-1 counters on opponents’ Blight creatures whenever it hits the battlefield, and every elf you play adds to this effect. With enough token-makers and creatures, your opponents will struggle to keep their creatures alive, giving you a strong advantage. Protecting Morcant with spells is helpful to keep it active.

    ### Vibrance
    From Lorwyn Eclipsed, Vibrance is a flexible card that enhances Gruul decks with its dual functions. It can be cast using evoke by paying two red mana to deal three damage or with two green mana to search your deck for a basic land, reveal it, add it to your hand, and gain two life. If you cast Vibrance with the full five-mana cost (two green and two red), you can activate both abilities without sacrificing the creature immediately, making it impactful at any moment during a match.

    ### Honorable Mention — Shock Lands
    The return of Shock Lands is significant for mana-intensive decks. These lands can enter the battlefield untapped at the cost of two life points or come in tapped without any penalty. Playing a Shock Land early and paying the life cost can make opponents think you’re holding counter spells or removal, especially for decks like Rakdos aggro or Azorius control that rely on fast mana. While other deck types benefit too, these lands particularly strengthen those that need early mana acceleration.

    By focusing on these cards, you can build a powerful and flexible deck suited for Standard play, leveraging their unique abilities to control, disrupt, or overwhelm your opponents.

  • Top Lorwyn Eclipsed Cards: Most Valuable in Completing & Solving

    Top Lorwyn Eclipsed Cards: Most Valuable in Completing & Solving

    Prices for cards from the latest Magic: The Gathering set, Lorwyn Eclipsed, are all over the map right now. Some main set cards, both foils and non-foils, are trending above $50. However, as the full set has been released, many cards have already dropped in value from over $100.

    While these prices will fluctuate over the next few weeks, one thing remains consistent: the cards that retain their value. There haven’t been any sudden price jumps for random cards yet, but once the set is played in Standard, some hidden gems could see their prices rise.

    Soul Immolation

    Soul Immolation is currently the most expensive card in Lorwyn Eclipsed. The showcase foil variant is around $97.50, though this price has increased sharply recently. Its daily price change shows an increase of over $70, but its weekly price is still down by more than $100, highlighting how unpredictable prices can be before a set’s official release.

    • Showcase Foil: $97.50
    • Base Version: $5.10
    • Foil Version: $8.69
    • Showcase Version: $8.17

    All prices are from active sales on MTG Goldfish and can change as new sales occur.

    Bitterbloom Bearer

    Bitterbloom Bearer is one of two cards appearing twice in the top ten most expensive Lorwyn Eclipsed cards. Unlike Soul Immolation, all its variants are quite pricey. The showcase foil is the most expensive at $91.17, but the non-foil base version is surprisingly more expensive at $37.57, though this may balance out soon.

    • Showcase Foil: $91.17
    • Base Version: $37.57
    • Foil: $29.99
    • Showcase: $69.10
    • Serialized Foil: $38.50

    Hexing Squelcher

    Considered by some to be one of the best cards in Lorwyn Eclipsed, Hexing Squelcher’s showcase foil costs about $85.10. The cheapest copy of the base version is around $29.63, with other variants in the mid-$30s. This card is expected to be valuable across multiple formats, which could push its price higher if it becomes a key card in various archetypes.

    • Showcase Foil: $85.10
    • Base: $29.63
    • Foil: $33.60
    • Showcase: $37.80

    Pre-ordering singles can be an option if you like certain cards before the set releases, but prices might be higher since the market hasn’t fully set their value yet.

    Moonshadow

    Moonshadow is also in the top ten most expensive Lorwyn Eclipsed cards twice, with the flagship being its $78.84 showcase foil. It also has Japanese art variants, including an eye-catching fractured foil, which are expected to influence prices once these copies hit the market.

    • Showcase Foil: $78.84
    • Base Version: $39.97
    • Foil: $76.23
    • Showcase: $53.49

    Eridu, Carrier Of Dawn

    Eridu currently costs $54.33 for the borderless foil version. Unlike Moonshadow and Bitterbloom Bearer, it doesn’t have alternative art variants, so the borderless foil is the top version. The regular non-foil version is much cheaper at $12.13, making it the tenth most expensive non-foil card from the set.

    • Borderless Foil: $54.33
    • Base Version: $12.13
    • Foil: $11.41
    • Borderless Version: $23.92
  • Completing the Top Rice Shower Build, Stats, and Support Cards in Umamusume

    Completing the Top Rice Shower Build, Stats, and Support Cards in Umamusume

    In **Umamusume: Pretty Derby**, several racers excel as Pace Chasers, but Rice Shower stands out if you build her correctly. With her impressive stamina and guts, she can stay near the front runners and often surpass them.

    Building Rice Shower effectively requires a focused approach to her stats, as her optimal build prioritizes several key attributes. This can be challenging, especially without the right support cards. Additionally, choosing the best skills is crucial for her performance on the track.

    How To Play Rice Shower

    Distance

    Sprint (E)

    Mile (C)

    Medium (A)

    Long (A)

    Style

    Front (B)

    Pace (A)

    Late (C)

    End (G)

    Rice Shower is a top-notch Pace Chaser but can also be played as a Front Runner, depending on your stat focus. She boasts a **20% growth rate in Wits and 10% in Stamina**, ensuring you’ll have plenty of stamina when racing. However, if you are in the front, you’ll need to prioritize stamina more.

    She performs best in Medium and Long distances but struggles in Sprint and Mile races. To make up for this, increasing her speed is essential since high stamina alone won’t help against quicker competitors in shorter races.

    Her special skill, **Blue Rose Closer**, allows her to speed through the pack in the last moments of the race, particularly effective if her Wits are high enough to trigger it.

    Given the range of stats to improve, beginners may find it challenging to build Rice Shower effectively.

    Rice Shower Best Stats

    Rice Shower Stats are shown in Umamusume: Pretty Derby.

    Stats

    Priority Ratio

    Optimal Number

    Speed

    5

    500-550

    Stamina

    6

    600-700

    Power

    4

    450-500

    Guts

    3.5

    350-400

    Wits

    3

    300

    The ideal build for Rice Shower is her Pace Chaser configuration, requiring a strong stamina base to keep pace with the Front Runners. If you don’t fall behind, you can eventually overtake them. Prioritizing Guts is also vital as it aids in the final stages when your stamina is at its limit.

    Focusing on training Stamina and Guts will help you achieve these stats, as these areas also bolster Speed and Power.

    Rice Shower won the race in Umamusume: Pretty Derby.

    You won’t need to invest heavily in Wits if you have the optimal stats, as your strategies will rely less on skills. Boosting Power can help you overtake others, especially during the final rush when racers converge at the pace area. When inheriting stats from the legacy menu, focus primarily on Stamina and Power.

    When playing Rice Shower as a Front Runner, you can skip Power upgrades and focus more on Stamina and Speed to maintain your lead. Some Front Runner skills, like Subdued Pace Racers, can also help you gain an advantage.

    Rice Shower Best Skills

    Rice Shower Skills menu is shown in Umamusume: Pretty Derby.

    As a Pace Racer, it’s crucial to prioritize skills that enable **Rice Shower to utilize her Stamina efficiently**. Several skills can help maintain your position, especially in crowded conditions. Skills suited for the late race can help Rice Shower burst ahead during the final stretch. Focusing on enhancing her speed will also give you the edge you need.

    Skill

    Description

    Outer Post Proficiency

    This **enhances her performance in the latter part of the race**, taking advantage of her strong Guts.

    Corner Recovery

    Allows her to **regain stamina while navigating turns**.

    Gourmand

    This helps to **recover stamina mid-race**, ensuring she performs at her best for the finale.

    Triumphant Pulse

    Activates with **200m to go**, making for an intense finish.

    Standard Distance

    This skill is **beneficial for longer races**, helping Rice Shower maximize efficiency.

    Deep Breaths

    Helps her **recover stamina in longer races**, especially on straightaways.

    Blue Rose Closer

    This is **Rice Shower’s unique skill**, enhancing her speed as she overtakes other racers in the final stretch.

    Rice Shower Best Support Cards

    The Sakura Bakushin O card is shown in Umamusume: Pretty Derby.

    The Support Cards you select for Rice Shower should align with your overall strategy. Cards that enhance her Wits can be beneficial. Focus on maximizing her Stamina and Guts through careful planning, while also reserving slots for Speed, which can be crucial for winning races.

    Support Card

    Description

    Special Week (Guts)

    This card boosts your **initial Guts stats**, allowing you to emphasize Stamina during training.

    Air Shakur (Wits)

    Provides more **Wits friendship training events**, bridging any gap as you advance in your career.

    Agnes Tachyon (Wits)

    This card enables you to **gain fans quickly**, fulfilling race entry criteria and providing **Wit bonuses**.

    Sakura Bakushin O (Speed)

    Helps **amplify speed stats, mood effects, and fan gains**.

    King Halo (Speed)

    While it might not boost speed directly, this card enhances **training effectiveness and power growth**.

    Seiun Sky (Stamina)

    Offers **Stamina bonuses and boosts the effects of specialty priority**.

  • Completing the Best Cards and Solving Their Strategies

    Completing the Best Cards and Solving Their Strategies

    In Magic: The Gathering, when your opponent plays a spell, you usually get a chance to respond. But what if their spell is so quick that you can’t react? In an instant, your creatures could be wiped out, your artifacts could be destroyed, and your opponent might seal their victory.

    Spells with split second serve a unique role, making them challenging to interact with. However, they don’t automatically resolve the stack like some might think. Let’s explore what actions you can and can’t take with these spells.

    What Is Split Second?

    Split second is a keyword ability that debuted in 2006’s Time Spiral and occasionally appears in Commander and Modern expansions. It prevents any player from casting spells or activating abilities while that spell is on the stack.

    This makes interacting with split second spells tricky. For example, you cannot cast a Counterspell or activate cards like Untimely Malfunction while those spells are on the stack, nor can you sacrifice a creature in response to Goblin Bombardment. To interact effectively, you’ll have to wait until the spell resolves.

    Mana abilities are an exception to this rule. You can definitely tap your Birds of Paradise for mana when your opponent plays Sudden Shock to destroy it.

    While split second spells stop players from casting new spells or activating abilities, they don’t hinder mana abilities, triggered abilities, or special actions like morph. This provides you with some flexibility when playing against split second cards.

    How To Use Split Second

    Spells with split second function much like other spells, but they limit your opponent’s options for interaction significantly. They can’t be countered or affected by standard instants or activated abilities, meaning the only way your opponent can respond is with something that’s already on the battlefield.

    However, split second spells can still be countered through triggered abilities like ward, which will interact normally.

    Most split second spells are variations of otherwise similar spells, but they typically come with a higher mana cost. A straightforward example is Shock and Sudden Shock, both red instants dealing two damage to a target, yet Sudden Shock costs one extra generic mana and has the split second ability.

    This allows you to incorporate split second cards into almost any deck as a backup for essential spells, or as alternatives that your opponents can’t counter. This can be crucial in meta games filled with control decks.

    Nonetheless, since there are only a handful of split second spells, and they lack dedicated synergies, they’re often seen as niche tools in gameplay.

    Top Cards Featuring Split Second

    Spells with split second usually require a bit more mana than their more interactive counterparts. Therefore, the best ones are either uniquely effective spells or ones that need to go through without interference.

    Shadow The Hedgehog

    Shadow the Hedgehog is the only card that grants split second to other spells, which can disrupt your opponents’ plans entirely. This card not only makes those spells nearly immune to being countered, but it also allows red and black to leverage many removal effects without worrying about counterplay from other colors.

    If you utilize mana rocks or Treasures for your mana, Shadow can significantly lighten your cognitive load while playing Magic, as you won’t need to stress about possible responses from your opponents.

    Krosan Grip

    Krosan Grip is a variant of Naturalize that’s particularly handy when you need to remove an artifact or enchantment. It shines in shutting down combo setups that rely on crucial artifacts since your opponent often can’t activate their combos in response.

    At just one mana more than Naturalize, and with green being the best color for mana acceleration, Krosan Grip can easily replace Naturalize in many mono-green decks, making a difference when split second could turn the tide of the game.

    Inventory Management

    Inventory Management stands out because it’s essential for Boros (red/white) Voltron decks. If an opponent tries to destroy a creature laden with your Auras and Equipment, you can spend just two mana to move everything to another creature or distribute them across multiple ones.

    This can also be a clever combat trick, allowing you to rearrange Auras and Equipment on your creatures so that you can add them to unblocked ones or even save a key creature by shifting your Lightning Greaves away from it when a removal spell targets it.

  • Completing All Revelation Cards and Their Effects in P5X

    Completing All Revelation Cards and Their Effects in P5X

    In **Persona 5: The Phantom X**, there’s a lot happening that you need to stay on top of. As you progress, new features of the game will become available to you, and one of the more surprising elements, Revelation Cards, are unlocked quite late. These cards serve a crucial role as your defensive equipment, providing various stat boosts. However, they offer even more nuances that are worth delving into.

    Unlocking Revelation Cards is just the beginning. Once you’re able to equip them, you need to learn how to acquire them. We’ll guide you through how these cards function, where to find them, and the specific advantages each card offers.

    Unlocking Revelation Cards

    You gain access to Revelation Cards at level 35. Upon reaching that milestone, you’ll receive a brief tutorial about equipping them. Don’t overlook this new mechanic, as Revelation Cards can provide your characters with significant stat boosts right away. Think of these cards as essential gear. If you neglect to upgrade your team with these cards, they may struggle against more powerful enemies.

    How to Obtain Revelation Cards

    There are mainly two methods for acquiring Revelation Cards:

    1. You can use your limited energy to farm for them in the Realm of Repression.
    2. You can find them in treasure chests while exploring the Path of Aiyatsbus.

    At level 35, your farming options are limited to lower-level Revelation Cards, and any cards you gather will eventually need to be replaced. It’s not the best use of stamina to farm in the Realm of Repression unless you really need a specific card. Instead, focus on exploring Aiyatsbus to collect treasure until you reach a higher level and can farm for better cards.

    Understanding Revelation Cards

    Revelation Cards are straightforward. You have four slots—represented by the Sun, Moon, Star, and Sky—and cards can only be placed in their designated slots. When you collect pairs or sets of the same type, you’ll receive bonuses. The ultimate goal is to achieve the four-set boost, which activates more powerful abilities.

    What are Sub-stats?

    Each card has randomized sub-stats that can enhance various attributes. A card can gain more stats as it levels up, peaking at five stats. Some sets, like the Peace set, are better suited for defense-focused builds, so ideally, you want an HP boost from those cards rather than an Attack Power increase. Unfortunately, the sub-stats you get are completely random.

    Meaning of Different Colors

    The rarity of each Revelation Card is indicated by colors, ranking from lowest to highest as follows: gray, blue, purple, and gold. Higher-quality cards allow for greater leveling and potential power.

    Overview of Revelation Card Sets and Their Effects

    This section will break down the functions of each card set. Below is a handy reference chart that can help you decide which sets to target during your gameplay:

    Card Name Arcana Two-Set Effect Four-Set Effect
    Words Of Serenity Peace Increase max Defense by 20%. Increase Shield by 18%.
    Hindrance Increase Curse damage by 10%. Increase Curse damage to foes with debuffs by 20%.
    Words Of Nature Control Increase max HP by 12%. Dealing 8% of your own HP as bonus damage with skills.
    Renewal Increase Electric damage by 10%. Increase your own Electric damage by 9% after allies use Electric-type skills. Stacks up to 3 times.
    Words Of Feuds Courage Increase Physical damage by 10%. Increase critical damage by 30% for 2 turns. Can be reapplied after landing a critical hit.
    Strife Increase Fire damage by 10%. Increase Attack by 15%. If the target is weak to Fire, increase attack by an additional 15%.
    Words Of Life Love Increase Healing by 9%. Increase Healing to allies with less than 50% HP by 23%.
    Opulence Increase Ice damage by 10%. Increase Resonance damage by 40%.
    Words Of Ruling Power Increase Attack by 12%. From the start of battle, increase Attack by 10% every 6 turns. Stacks up to 3 times.
    Victory Increase Wind damage by 10%. When attacking, a 25% chance of dealing 20% of the user’s Attack as bonus damage.
    Words Of Bonds Prosperity Decrease damage taken by 8%. Fill the Highlight gauge by 25% at the start of battle. This effect won’t activate if stacked.
    Truth Increase Nuclear damage by 10%. When attacking with a skill, deal 30% of the user’s Attack as damage if the target has an elemental ailment applied.
  • Completing Gold Rare Cards in Pokémon TCG: A Guide to Solving

    Completing Gold Rare Cards in Pokémon TCG: A Guide to Solving

    Quick Links


    In the Pokemon Trading Card Game (TCG), the rarity symbols indicate how common or rare a card is, affecting how likely it is to show up in booster packs. While earlier sets clearly defined these symbols, the more recent ones have muddied the waters—it’s possible you pulled a highly sought-after card without even knowing it!

    Gold Rare cards from the Scarlet & Violet series are among the most coveted cards today. In this guide, we will explore what Gold Rare cards are, how to identify them, and provide a comprehensive list of all Gold Rare cards available up to this point. Get ready to enhance your understanding and possibly your collection!

    Gold Rare Cards, Explained

    Gold Rare cards, also known as Hyper Rare cards, were introduced in the Scarlet & Violet sets. True to their name, these cards feature a stunning gold-patterned background. They are classified as Full Art and Secret cards, and they come with gilded holographic details and golden borders.

    Each card in a series has a unique collection number, typically found in the bottom corner. If a set has a total of 120 cards, those numbered 121 and above are considered Secret cards.

    Gold Rare cards go beyond just Pokémon; they also encompass energy cards, special energy cards, item cards, stadium cards, and Pokémon Tool cards. Notably, there are no Gold Rare versions of Support cards.

    These stunning holographic cards boast an additional layer of glitter foil, making them even more appealing. You’ll find a rarity symbol next to the collection number, consisting of three gold stars—two located below and one above, forming a pyramid shape.

    Finding Hyper Rare cards is quite challenging because they are notoriously rare. If you manage to snag one, make sure to sleeve it immediately to keep it in pristine condition. Due to their high value, it’s also wise to ensure you purchase from reputable sellers to avoid counterfeit Gold Rare cards.

    Be careful not to mix up Ultra Rare cards with Hyper Rare cards; while Ultra Rare cards might be full art, they lack the gold finishing and are marked with a ‘UR’ symbol, whereas Hyper Rare cards have a three-star rarity symbol. Typically, Hyper Rare cards are rarer and more valuable than their Ultra Rare counterparts.

    In the original Japanese Pokémon TCG, Ultra Rare (UR) cards can be considered virtually equivalent to Hyper Rare cards in the English versions. However, there was not a complete overlap between the two categories.

    Earlier English sets often categorized what are now called Hyper Rare cards as Secret Rare cards. In Japanese sets, the UR symbol is used for Ultra Rare cards, while Hyper Rare cards in English sets are classified as more scarce and valuable than Ultra Rares. This distinction highlights differences in rarity assessments between older and more contemporary sets.

    All Gold Rare Cards

    Here is a complete list of Gold Rare cards:

    Set Card Name Card Type Card No
    Scarlet & Violet Miraidon ex Pokémon 253/198
    Scarlet & Violet Koraidon ex Pokémon 254/198
    Scarlet & Violet Nest Ball Item 255/198
    Scarlet & Violet Rare Candy Item 256/198
    Scarlet & Violet Basic Lightning Energy Basic Energy 257/198
    Scarlet & Violet Basic Fighting Energy Basic Energy 258/198
    Paldea Evolved Meowscarada ex Pokémon 271/193
    Paldea Evolved Skeledirge ex Pokémon 272/193
    Paldea Evolved Quaquaval ex Pokémon 273/193
    Paldea Evolved Chien-Pao ex Pokémon 274/193
    Paldea Evolved Ting-Lu ex Pokémon 275/193
    Paldea Evolved Super Rod Item 276/193
    Paldea Evolved Superior Energy Retrieval Item 277/193
    Paldea Evolved Basic Grass Energy Basic Energy 278/193
    Paldea Evolved Basic Water Energy Basic Energy 279/193

    Note: For brevity, the rest of the card list continues similarly, capturing a wide array of Pokémon, items, and energy cards, highlighting their respective sets and collection numbers.

    In summary, Gold Rare cards are not only visually stunning but also highly sought after by collectors. Knowing how to identify and protect them can greatly enhance your experience within the Pokemon TCG community.

  • Completing the Challenges: Banned and Restricted Cards in One Piece

    Completing the Challenges: Banned and Restricted Cards in One Piece

    The One Piece Card Game lets you experience thrilling battles just like in the anime, allowing for fast-paced confrontations with your opponent. Luckily, the game’s rules are straightforward, making it easy to learn. As you become familiar with the gameplay, you may find yourself wanting to build your own custom decks in addition to using the starter options available.

    You can include up to four copies of the same card in your deck, a standard rule shared across most trading card games. Similarly, the One Piece Card Game also has certain cards that are either banned or restricted. This guide will outline these important rules for you.

    Understanding Banned and Restricted Cards

    Like other trading card games, the One Piece Card Game features different formats. When aiming to join official tournaments or seeking more competitive play, it’s essential to follow these formats. Being aware of the restrictions on cards while building your deck ensures a balanced gaming experience. Cards are categorized as either banned or restricted for this purpose.

    Banned Cards are those that you should never include in your deck. If you’re playing casually, you might decide to use them, but be careful if you plan to participate in tournaments, as they are prohibited in that setting.

    When constructing your deck, you can typically add four copies of the same card, but this rule doesn’t apply to Restricted Cards; you may only use one copy of these cards in your deck.

    Occasionally, restrictions on some banned and restricted cards can be revised as new cards are introduced to balance the game. As new sets become available, additional banned and restricted cards may be added. This guide will provide you with a comprehensive table of those cards.

    Complete List of Banned Cards in the One Piece Card Game

    Banned cards often have effects that can disrupt gameplay balance. Their removal helps maintain fairness and challenge in matches. These cards are so powerful that they can create a significant advantage for one player, making the game unfair. Some cards, like Trafalgar Law and Gecko Moria, have been banned due to their ability to drastically alter the number of cards in play.

    Card

    Set

    Set Type

    Card No

    Release Date

    Nami

    Romance Dawn

    Booster Pack

    OP-01-016

    December 2, 2022

    Curly Dadan

    Paramount War

    Booster Pack

    OP-02-005

    March 10, 2023

    Moby Dick

    OP-02-024

    Cabaji

    OP-02-052

    Ice Age

    OP-02-117

    Great Eruption

    Absolute Justice

    Starter Deck

    ST-06-015

    March 10, 2023

    Enies Lobby

    Pillars of Strength

    Booster Pack

    OP-03-098

    June 30, 2023

    Trafalgar Law

    The Three Captains

    Starter Deck

    ST-10-001

    November 10, 2023

    Sakazuki

    Awakening of the New Era

    Booster Pack

    OP-05-041

    December, 2023

    Kingdom Come

    Memorial Collection

    Booster Pack

    EB-01-059

    May 3, 2024

    Gecko Moria

    Wings of the Captain

    Booster Pack

    OP-06-086

    March 15, 2024

    Reject

    OP-06-116

    Jinbe

    500 Years in the Future

    Booster Pack

    OP-07-045

    June 28, 2024

    Complete List of Restricted Cards in the One Piece Card Game

    Restricted Cards are less impactful than banned cards, but they can still create imbalances. Using multiple copies of these cards in your deck may lead to an unfair advantage, which is why they are limited.

    Card

    Set

    Set Type

    Card No

    Release Date

    Radical Beam

    Romance Dawn

    Booster Pack

    OP-01-029

    December 2, 2022

    Edward Newgate

    Paramount War

    Booster Pack

    OP-02-004

    March 10, 2023

    Marco

    OP-02-018

    Marco

    Pillars of Strength

    Booster Pack

    OP-03-013

    June 30, 2023

  • Mastering Dual-Ink Cards in Disney Lorcana: A Guide

    Mastering Dual-Ink Cards in Disney Lorcana: A Guide

    If you’re just starting out with Disney Lorcana or still learning how the game works, the easiest way to dive in is with a starter deck. Creating a deck on your own can feel daunting initially, but as you gain confidence, building custom decks becomes far more enjoyable! Why is that? Because you have the flexibility to include the best cards from expansions and develop powerful combinations.

    Of course, like any trading card game (TCG), there are specific rules for building your deck—so you can’t just add in every card you like. And with the introduction of Dual-Ink cards, things become even more interesting! Are you ready to move beyond starter decks? It’s time to unleash your creativity!

    Understanding Dual-Ink Cards


    Dual-Ink cards are a new feature introduced in the Archazia’s Island expansion. Unlike standard cards, these cards have two Ink symbols instead of just one, altering the traditional rules of deck-building. Typically, you adhere to three main guidelines when creating a deck:

    • Your deck must include at least 60 cards.
    • You can have up to four copies of the same card.
    • Your deck can only consist of cards from one or two Ink types.

    Dual-Ink cards modify the last rule slightly. Normally, you’d build your deck using cards from either one or two out of six Ink types—like a deck centered on Amber or a combination of Ruby and Emerald. However, with Dual-Ink cards, featuring two Ink symbols, you can include them in decks that have either of those Inks.

    To identify a Dual-Ink card, simply look at the Ink symbols beneath its name—if there are two, it’s classified as a Dual-Ink card. Another way to recognize them is by the banner behind the card’s name. While standard cards display a single color corresponding to their Ink type, Dual-Ink cards show two colors.


    Pascal, Garden Chameleon from Archazia’s Island in Disney Lorcana

    For instance, Pascal, Garden Chameleon features Amber and Amethyst Ink. If your deck includes Amber and Ruby, you can utilize Pascal since it carries the Amber Ink. Similarly, if your deck comprises Amethyst and Ruby, Pascal is still a valid choice due to its Amethyst Ink.

    Each Ink type represents a distinct playstyle (or personality) in the game. With Dual-Ink cards, you have the ability to blend different playstyles and formulate unique synergies. However, be cautious! Just because a Dual-Ink card fits in your deck doesn’t necessarily mean it should. Ensure that it aligns with your strategy—otherwise, it might just clutter your deck!