by White Rabbit Games | Oct 5, 2025 | Magic: the Gathering, TCGs
What makes tribal decks so irresistible? You don’t just play cards—you play a family. Goblins, elves, slivers, zombies… they’re more than cardboard, they’re a clan. Tribal decks drip with flavor. Playing Vampires feels like you’re commanding a gothic horde. Playing...
by White Rabbit Games | Oct 4, 2025 | Magic: the Gathering, TCGs
Why banlists exist in the first place Magic is a competitive game, and sometimes designers accidentally print a card that makes everything else irrelevant. Other times, combos are so broken that formats become unplayable without intervention. The banned and restricted...
by White Rabbit Games | Oct 3, 2025 | Magic: the Gathering, TCGs
Why card variants keep collectors awake at night They’re shinier, rarer, and often pricier than the base version. They appeal to two very different audiences: the blinged-out Commander crowd and the value-focused investor. Variants are where Magic stops being just a...
by White Rabbit Games | Oct 2, 2025 | Magic: the Gathering, TCGs
Why sideboards are secretly your win condition Main decks get all the glory, but sideboards are where matches are stolen. Sideboard cards are scalpel-precise—they exist to ruin one specific opponent’s day. Entire metagames warp around these cards. Sometimes a single...
by White Rabbit Games | Oct 1, 2025 | Magic: the Gathering, TCGs
Why politics is half the game in Commander It’s a multiplayer format, which means deals and alliances matter as much as removal spells. Your deck isn’t always going to have the perfect answer—your table talk might be the real counterspell. Threat assessment is often...
by White Rabbit Games | Sep 30, 2025 | Magic: the Gathering, TCGs
Why Cube Draft is a rabbit hole worth diving into You control the format: every card in the pool is one you hand-picked. It makes your bulk collection actually do something besides sit in boxes. You can draft again and again without needing booster packs. It scratches...