by White Rabbit Games | Feb 13, 2026 | Magic: the Gathering, TCGs
Every Commander table knows the obvious villain. The guy with twelve power on turn four. The player assembling shiny cardboard Voltron armor like they are late for a boss fight. The combo deck that starts counting mana out loud and making everyone nervous. That part...
by White Rabbit Games | Feb 11, 2026 | Magic: the Gathering, TCGs
Commander players love to pretend every game is a slow burn of politics, vibes, and “we’ll see what happens.” That story usually lasts right up until the first real board wipe hits the table. After that moment, the game’s direction snaps into focus. You can feel it in...
by White Rabbit Games | Feb 9, 2026 | Magic: the Gathering, TCGs
Magic cards have a funny way of inviting big thoughts. Nostalgia. Power. Value. The quiet hope that the binder in your closet is actually a retirement plan wearing sleeves. It makes sense. Magic has been around for decades. Some cards sell for more than used cars. A...
by White Rabbit Games | Feb 2, 2026 | Magic: the Gathering, TCGs
There are Commander decks that try to be polite, fair, and friendly. This is not one of those decks. This is a colorless artifact machine built around inevitability, mana acceleration, and the quiet confidence that comes from knowing your board wipes don’t hurt you...
by White Rabbit Games | Jan 30, 2026 | Magic: the Gathering, TCGs
Player elimination is one of those design problems everyone claims to hate and then quietly recreates anyway. Commander does it accidentally. Board games do it intentionally. That difference matters more than people want to admit. You don’t need a rules degree to feel...
by White Rabbit Games | Jan 29, 2026 | Magic: the Gathering, TCGs
Magic has been around long enough to develop habits. Some are charming. Some are sacred. Some quietly make games longer, messier, and less satisfying than they need to be. Meanwhile, modern board games have been sprinting forward. Streamlined rules. Tighter pacing....