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Everything You Need to Know About the Sonic the Hedgehog Magic: The Gathering Drop

Sega’s superspeedster is getting some genuinely awesome cards in a limited drop next month.

Magic: The Gathering hit a goldmine earlier this month when it released its Final Fantasy set based on one of the most popular video game franchises of all time. Final Fantasy was reportedly the bestselling Magic set before it even released, thanks to extensive preorders. Now, Wizards of the Coast is hoping to repeat that success with Secret Lair drops themed around video game icon Sonic the Hedgehog, launching Monday, July 14.

Depending on which century you were born in, you’ll either recognize Sonic as the star of 1991’s Sega Genesis video game Sonic the Hedgehog, or as the star of Paramount Pictures’ Sonic the Hedgehog movies. (Or maybe you know him from Smash Bros. or Mario and Sonic at the Olympic Games, or any of the countless other places he shows up.) Now he’s joining the storied Magic: The Gathering card game in a year where Magic is aggressively investing in crossovers with other properties.

Those crossovers started years ago with The Walking Dead, which became an official Magic series called Universes Beyond when it released a Secret Lair drop for Stranger Things. We’ve gotten Magic cards for everything from Street Fighter to Lord of the Rings, The Evil Dead, Jurassic Park and even SpongeBob. Lord of the Rings was the first full Universes Beyond set, but it set the table for Final Fantasy last month, and we’re getting full sets for both Spider-Man and Avatar: The Last Airbender later this year.

The new Sonic Magic: The Gathering cards are different from the game’s Final Fantasy set because these are Secret Lair products — limited-run drops of a handful of cards, rather than a full set of hundreds of Standard-legal cards. That means you can’t build decks for most tournament formats around Sonic. Like many Secret Lair crossover products, these cards seem aimed at the casual multiplayer Commander format that lets you build decks around your favorite characters and play with a group of friends. 

Sonic being a legendary creature with white mana, blue mana and red mana in his color identity, means that a Sonic Commander deck allows you to include his allies Tails, Knuckles and Amy Rose in the deck. Shadow costs red and black mana, which means he doesn’t fit in a Sonic Commander deck, but he would fit in a Dr. Eggman deck.

And, gang, these cards are kinda wild. Whenever Sonic attacks, he puts power-increasing counters on other creatures with flash or haste, which not-so-coincidentally includes all of the aforementioned allies that fit in his deck. And Sonic having the haste ability himself means he can attack the same turn you cast him, virtually guaranteeing one activation. Tails can draw cards when flying vehicles enter — a nice nod to his plane, which first showed up in the late stages of Sonic the Hedgehog 2. Knuckles has a lot going on, including the ability to create treasure tokens that can help you cast spells — or just outright win the game if you have enough while he’s on the battlefield. 

There’s also some mechanical synergy between these cards and the new Final Fantasy cards. Amy Rose automatically attaches equipment when she attacks and then can buff the power of other creatures, making her a great fit for the Limit Break Commander deck led by Cloud (or Tifa), which cares about equipment and power stats! 

Similarly, Dr. Eggman gets to draw cards at the beginning of your end step — if you also control Y’Shtola Rhul from the critically acclaimed MMO Final Fantasy XIV, you get an extra end step, allowing you to draw two cards instead of one for the low, low cost of ending your turn. 

All of that adds up to mechanically fun Magic cards that feature a lifelong favorite character for me. And it’ll add up financially if I can get my hands on either the foil Sonic: Friends & Foes collection ($50) or the nonfoil collection ($40), the cards in which are less likely to warp compared to the foil treatment.

There are two other Sonic Secret Lair drops announced, including one that focuses on reprinted artifacts like vehicles and equipment and another that rounds up existing cards that synergize with the new cards. Both will be available in $40 foil or $30 nonfoil versions. All three Secret Lair sets go on sale Monday, July 14, at noon PT (9 a.m. ET). 

When they do, and I cannot stress this enough, you gotta go fast to get ’em. 

Correction, June 30: This story has been changed to reflect corrected pricing from Wizards of the Coast on the Sonic: Friends & Foes collection.

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Google Fiber Partners With Nokia. Here’s What It Could Mean for Your Home Internet

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War for Westeros, Coming in 2026, Will Let Fans Make Their Own Game of Thrones Ending

The director of the upcoming strategy game chats about how players can forge a different path from the books and show.

For a moment in time, fantasy fans were split between whether Peter Jackson’s Lord of the Rings movies or HBO’s Game of Thrones prestige TV show was the best adaptation of a classic book series. But the Oliphaunt in the room is that the last seasons of the latter plummeted so far in quality that it soured opinions on the show as a whole, especially with its divisive ending. But an upcoming GoT video game adaptation due out in 2026 will give players a chance to set the record straight and make their own new ending to the saga of noble houses, loyalty, betrayal and dragons.

Game of Thrones: War for Westeros, from Australian developer and publisher PlaySide Studios, is a real-time strategy game for PC in which players take on their faction of choice and veer away from the storyline of the books and TV show. Back in June at Summer Game Fest, I descended the stairs below the media lounge into a dimly lit interview spot (the most fantasy dungeon-adjacent spot at the event) to chat with Ryan McMahon, the game’s director.

McMahon explained PlaySide’s vision for the game alongside his own deep affection for the Song of Ice and Fire books and Game of Thrones TV show. In the latter years of the show, he’d hold watch parties with other PlaySide developers to see the latest episodes the night they aired. 

PlaySide’s history of RTS games, like its own property Age of Darkness: Final Stand, and work on Warcraft 3: Reforged and Civilization 7 VR, made the strategy genre seem appropriate for its adaptation of the franchise. 

«Game of Thrones really felt like a natural fit for that because it’s a show about mass conquest and fighting for territory and leading these armies, as well as the political layers within it,» McMahon said. «There’s a lot of complexity to it that really can shine in a strategy genre.»

That includes representing the warring factions in Game of Thrones as different forces in War for Westeros, each with their own distinct units and strategies. The game will have four playable factions at launch: House Stark with all its minor houses representing the North of the continent of Westeros; House Lannister representing those in the southern half; House Targaryen with the forces she’s collected in the Free Cities, along with her dragons; and finally the Night King with his army of the dead and White Walkers. 

While War for Westeros primarily references the Game of Thrones world built in the TV show, PlaySide used lore from the books to fill in the gaps, including among the minor houses and the forces of the Night King, McMahon explained. PlaySide didn’t consult directly with series creator George R.R. Martin, but the studio has consulted the author’s team through rights holder Warner Bros. during development when exploring new territory, McMahon said, «especially when it comes to the White Walkers.»

And while War for Westeros focuses on strategy gameplay over character building and world lore, there are still nods to the source material.

«We definitely are trying to sprinkle as many little Easter eggs and lore mentions where we can to really bring that flavor,» McMahon said. «If you’re a book reader, there will definitely be stuff for you.»

A clash of player-kings

PlaySide is designing War for Westeros’ four factions to be balanced but distinct. In the game, cavalry, siege engines, giants and dragons are among the units unique to each faction, though McMahon declined to elaborate further about how each force will differ from the other, saying PlaySide would share additional details when it was ready to reveal more gameplay. 

But even the reveal trailer unveiled during SGF hints at the mechanics and asymmetric units fielded by each faction. The accompanying developer diary showed prealpha gameplay footage that includes columns of foot soldiers arranged to march into battle — some of which were completely incinerated by a massive dragon belching flames.

Though the armies will each have their different units, mechanics, heroes and play styles, PlaySide is striving to keep them balanced against each other — and most importantly, make each side interesting to play. 

«We want to make dragons feel powerful, but we want to make sure that the Lannisters, the Starks and the White Walkers all have something that feels like a powerful equivalent that can potentially contest the dragons in some way,» McMahon said.

The developer diary also touches on the political aspect of War for Westeros, though this is less like the systems-heavy diplomacy of strategy games like Civilization 7 and more like the jockeying that happens whenever multiple players are gunning for the win in a tabletop game like Risk or Settlers of Catan. Each playthrough of War for Westeros only ends when one player sits the Iron Throne, so McMahon expects them to naturally form and break alliances at strategic moments — just like in Game of Thrones.

«If I know this person over here [controlling] House Stark is pushing in on the Lannisters, and I’m playing as the Targaryens, that could be my opportunity to push in if they’re ahead,» McMahon said. 

Single-player mode will have its own specific layers of political interaction, he added, but the game design’s focus is on how players pit themselves against each other. There will be a game mode where players can set custom modifiers to vary their playthrough and set their own rules. The geography has its own conditions: In the developer diary, there’s footage of an overworld map of Westeros featuring famous locations like Winterfell and King’s Landing. Players won’t be fighting within the iconic castles of the show, but they will clash against enemy armies in handcrafted maps tailored to the various biomes of the continent.

A storm of strategy swords

PlaySide has leaned on its previous strategy experience, making its own RTS, Age of Darkness, and strategy games from other IPs to ensure War for Westeros has a satisfying core gameplay loop. With all that experience, the studio can incorporate layers of complexity while also making it approachable, McMahon said. Given Game of Thrones’ popularity, the game is probably going to be a lot of players’ first RTS (or first in a very long time).

As a game in development, things can always change before War for Westeros comes out in 2026, and McMahon couldn’t say a lot about the game. But I had to ask: What’s the faction McMahon himself likes playing most right now? While his favorite character from the books is Tyrion Lannister, and he really enjoys how the Targaryen hero Daenerys functions, and the faction’s dragons, his sympathies lie with the undead Night King and his White Walkers.

«I’m naturally a very aggressive player in video games, wanting to push forward, take territory, put a lot of pressure on my opponent,» McMahon said. «The White Walkers, as they stand right now, lean heavily into that type of play.»

Much of our conversation centered around the state of the game at launch, with the implication that more could be coming later, though that all depends on how the game is received. Still, McMahon emphasized that the team has a lot of ideas. 

«Actually, there’s so much you can do with the world of the Song of Ice and Fire — outside of Westeros, within Westeros — that we can tap into,» McMahon said. «But right now, our focus is on the launch itself. And then, [if] things go well there, there’s a lot we’d love to do.»

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The Best Co-op Games for Every Situation

Whether you’re hitting a couch co-op sesh or logging in with three other people, try picking up one of these co-op titles.

Cooperative play is intrinsic to gaming. Some of my earliest (and best) gaming memories are of hours-long gaming sessions with friends. There’s a reason why Hazelight Studios’ Split Fiction and It Takes Two were so well received — people love playing games with others. Bonus points if you don’t need two copies of the game, or can do so from the same couch.

Whether you’re looking for a couch co-op or logging in with others across the internet, these are the best games to jump into with your friends.

Best co-op games right now

  • Split Fiction
  • It Takes Two
  • Helldivers 2
  • Elden Ring Nightreign
  • Baldur’s Gate 3

Best co-op games for two players

These games are best experienced with one other person, so grab a friend and get to work. A few in this section, like Split Fiction, It Takes Two and Cuphead, only require one copy of the game, which makes it even easier to play.

Best co-op games for four players

These games are better experienced with a crew at your back. Squad up with three friends and get ready to squash alien bugs, hunt monsters or battle waves of demons.

Best single-player games with co-op

These games are primarily single-player adventures, but they do support bringing along a friend or three. Whether you’re passing the controller back and forth or dropping in and out, try these games solo or with friends.

Best free co-op games

You don’t always have to shell out to play with friends. Here are a few free options.

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