The 10 Priciest Cards From Magic’s New Teenage Mutant Ninja Turtle Set That Are Already Worth The Chase

The second Magic: The Gathering set of 2026 is here, and it’s Turtle Time! The Teenage Mutant Ninja Turtles have emerged from the shadows in cardboard form, but despite coming from the sewer, there’s treasure to be found.

Below, you’ll find the priciest cards from the set so far, thanks to our friends at TCGplayer, with the caveat that these are pre-launch prices and subject to move around more than a backflipping reptile.

Some values with rise, some will fall, and there’s every chance that this list looks completely different by this time next week – we’ll update it in the coming days in any case.

10. Turtles in Time (Showcase Fracture Foil)

Kicking our list off, Turtles In Time is a seven-cost Sorcery that returns creatures to hands, then lets players shuffle their hand and graveyard into their library and draw seven cards.

This Fracture Foil variant is fetching around $160 right now.

9. April O’Neil, Hacktivist (Showcase Fracture Foil)

A four-cost 1/5, April O’Neil, Hactivist lets you draw extra cards for each card type among spells cast that turn in your end step.

This version is in Fracture Foil and will set you back around $190.

8. Donatello, Gadget Master (Showcase Fracture Foil)

The first Turtle creature on our list, Donatello, Gadget Master, is a 3/2 with the Sneak keyword. When he deals damage, create a token that’s a copy of a target artifact you control.

The Showcase Fracture Foil treatment is up to $226 already.

7. Casey Jones, Vigilante (Showcase Fracture Foil)

Popular character Casey Jones, Vigilante costs just three mana for a 4/3, and gives you card draw at the cost of having to discard next turn.

The Showcase Fracture Foil is up to $280, making it one of the most desirable cards to find.

6. Raphael, the Nightwatcher (Showcase Fracture Foil)

Raph is the muscle, and he’s looking particularly strong in this Showcase Fracture Foil variant of Raphael, the Nightwatcher.

He’s a four-cost 2/3 that gives your attacking creatures double strike, and it’ll set you back around $280. Ideal for aggro Red decks, or anyone that just loves to turn cards sideways to attack

5. Dark Leo & Shredder (Showcase Fracture Foil)

Talk about an odd couple: Dark Leo and Shredder is a two-cost 1/3 that creates ninja tokens when it deals damage, gives those ninjas deathtouch when you attack, and then slices a player’s life total in half when you have five or more ninjas.

This full-art, Showcase Fracture Foil is selling for just shy of $300.

4. Leonardo, Cutting Edge (Showcase Fracture Foil)

This awesome-looking Fracture Foil of Leonardo, Cutting Edge, is a two-cost 1/1 with Lifelink that grows in power as you gain life, and has the Sneak keyword.

It’s up to $340 right now ahead of launch.

3. Super Shredder (Showcase Fracture Foil)

The Turtles’ nemesis, this version of Super Shredder is a 1/1 with Menace that grows in power as other creatures leave the battlefield.

It’s selling for around $350 if you can find the Showcase Fracture Foil version.

2. Michelangelo, Weirdness to 11 (Showcase Fracture Foil)

Surely the cutest card on this list, Michelangelo, Weirdness to 11, shows adorable versions of our heroes gathered around Mikey’s bizarre choice of meal.

This two-cost, 1/1 gives you a Mutagen token when it enters, then doubles +1/+1 counters. It’s sitting around $440 right now.

1. Donatello, Mutant Mechanic (Showcase Fracture Foil)

Donatello’s having all the fun, and this Borderless, Gold-Stamped Signature variant is selling for around $3000.

Donatello, Mutant Mechanic is a four-cost 3/5 with the tap ability to put counters on an artifact to make it a creature. When it dies, those counters keep moving. That’s tough to read with Kevin Eastman’s signature on it, though.

Expect the other Turtles’ signature cards to pop up here once they’re unwrapped, too, but Donatello, Mutant Mechanic could cause carnage when paired with cards from the Final Fantasy X Commander precon, Counter Blitz.

Where To Find The Most Valuable TMNT Cards

While you have a slim (and we mean slim) chance of finding them in Play Boosters, you’re infinitely more likely to find these desirable (read: valuable) cards in Collector Boosters.

These packs are $37.99 each, but include all foil and alternate art treatments so you’ve got a much better chance of finding expensive cards in them.

The trouble is that scalpers are aware of this – so Collector Boosters are tough to track down.

TCGplayer: Score 15% Off with International Ordering

Including: UK, EU, Australia, and more.

If you are looking to buy cards from the US, that’s easily remedied with TCGplayer’s huge catalog, but it’s now even easier to buy cards from the site without being in the US yourself.

“International package forwarding services give you a local shipping address in the U.S, receive purchases for you, and then consolidate and forward them to your home address at competitive global shipping rate,” the retailer says, and many locations can receive a 15% discount on their first shipment.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Resident Evil Requiem Is Suffering an Idenitiy Crisis

Warning: this opinion piece contains spoilers for Resident Evil Requiem.

For three decades, players have been going toe-to-toe with zombies and other monsters in the Resident Evil series. This year’s latest mainline entry, Resident Evil Requiem, marks the beloved franchise’s 30th anniversary by being a love letter to the series’ entire past, from its early days of creepy, puzzle-filled survival horror to its adrenaline-fuelled action horror era. But while this approach has been praised almost unanimously across the board – we awarded Requiem 9/10 and its Metacritic score stands at 89, the highest of any modern, non-remake Resident Evil – I feel that its attempt to mix both of the series’ historic styles together creates a clash, rather than cohesion. Rather than a game that knows exactly what it wants to be, it feels to me like Resident Evil Requiem has a bit of an identity crisis.

Over the past decade, Resident Evil has reformulated itself as a slow-paced survival horror game, returning its mainline entries to the style of the 1996 original where every shot counts and everything around you is a threat. You’re not a larger-than-life hero, instead you’re an everyday person thrown into a nightmare scenario and you have to somehow find a way out alive. Seemingly inspired by indie hits like Amnesia and Outlast, Capcom opted for a first-person POV for Resident Evil 7: Biohazard and its sequel, Village, which anchored you in the terrifying experience of their everyman protagonist, Ethan Winters. This new formula worked well, garnering critical acclaim and reigniting many people’s interest in the franchise, myself included. This was an especially important victory for Capcom because of how poorly 2012’s Resident Evil 6 was received, which almost entirely abandoned the series’ survival horror roots in favor of horror-themed action.

But with the release of Resident Evil Requiem, it feels as if some of the work that Capcom has been doing over the last few years with Biohazard and Village has been thrown out the window. It is, for sure, a great game that’s engaging from start to finish, but its big swings from terrifying survival horror to relentless action set pieces makes it feel as if Capcom couldn’t pick a lane for Requiem’s overall tone. While playing through the campaign, I couldn’t help but feel that it was suffering from an identity crisis. And because of that, I found that many key plot points missed the mark for me. A prime example of this occurs towards the campaign’s midpoint, when Grace’s child ward, Emily, transforms into a giant monster. It’s a moment that’s supposed to create a cocktail of emotions – shock and upset over what’s become of your friend, fear for what will happen next – but before any of that really comes into play, Leon rushes in, guns blazing, to save the day.

While playing as Grace, Requiem is a slow-burning survival horror – the exact style of game I’ve come to expect from the series. Similar to when playing as Ethan Winters, I was forced to think carefully about how I wanted to approach each situation, and I often would ask myself, “Is this fight worth the ammo?” Every time I ran into a creature that would tower over me, I’d often scream out in real life, then proceed to run for my life in-game. The fear was only amplified by the fact that Grace’s sections employ the series’ traditional labyrinthine level design, and so I was often forced to revisit locations I’d previously barely made it out of alive in search of hidden treasure pieces needed to move the plot forward. The puzzles those treasures are used to solve aren’t exactly the hardest, but their presence is appreciated, and it made playing as Grace even more enjoyable.

Leon gets better gear by racking up a high kill count, a system that goes against everything that Grace’s half was building towards.

Ultimately, a lot of Grace’s gameplay is grounded in reality – yes, a reality where zombies tear off faces and doors are unlocked by gemstones – but the oppressive atmosphere, overwhelming odds, and vision-limiting first-person perspective makes playing as her truly scary. Even though she is employed by the FBI, she’s essentially a pencil pusher who has next to no combat experience in the field. It makes you feel truly vulnerable, and so this was the strongest part of the game for me.

Leon’s sections, meanwhile, feel like a complete 180 from everything you experience as Grace. Replicating the approach of 2005’s Resident Evil 4, Leon’s most famous mission, most, if not all of the horror elements are removed from his sequences and story beats, which undermines much of what you played through as Grace – once again, Leon’s brutal gunning down of the monster Emily transforms into feels like it’s from a completely different story than the one Grace was experiencing. This is where the identity crisis really kicks in. Ammo is not as scarce anymore, and you’re encouraged to run headfirst into battle. Rather than search for helpful scraps, Leon has access to a shopping and weapons upgrade system that rewards you with currency based on how many zombies you’ve killed. The only way to get better gear is by racking up a high kill count, a system that goes against everything the game’s Grace-centric first half was building towards. As Grace, I’d learned to be fearful of pretty much everything coming my way, especially the larger monsters that stalked the corridors of the Rhodes Hill Chronic Care Center. Leon, on the other hand, could solve such issues with a few shotgun shells and a grenade.

Unfortunately, the same can also be said about the puzzles (or lack thereof) Leon has to solve in his portion of the game. A lot of them mostly involve running to site X just to open location Y, which feels a notable step down compared to the more sophisticated problems facing Grace. This huge shift in approach between the two characters means it almost feels like playing an entirely different game during Requiem’s second half. Leon and Grace’s parts feel like two sides of a strong coin, but they are underdeveloped because they’re so split. Rather than complimentary halves, they feel like mandatory reflections of the series past to honor the series’ 30-year milestone. As I played, I began to wonder if Capcom was trying to directly appease its many generations of fans – those who loved Resident Evil 7 and 8’s old school-influenced gameplay and those who liked the more action-packed style of RE 3-6 – rather than finding a new formula that combined elements of both.

It seems strange that Capcom has tried to do this multi-style catering, as such an approach was widely unpopular when the studio first tried it in 2012 with Resident Evil 6. Much like Requiem, that game was split into distinct sections that delivered different gameplay styles. Leon’s storyline, while admittedly still action heavy, was focused on more traditional horror goals, while Chris and Jake’s campaigns were almost Call of Duty-like in their approach to action. Granted, this time around, Capcom has done a much better job of both sides of the coin – Grace’s side of things is genuine survival horror, while Leon’s is a good tribute to the style of RE4 – but it’s nonetheless odd to see it take such a massive swing towards a campaign structure that had already done a lot of damage to the franchise. Towards the end of the game, it almost feels like you’re playing a more polished version of Resident Evil 6 rather than the successor to Resident Evil 7 and 8.

What really makes all this frustrating is that Capcom has shown with Resident Evil Village that you can still have these over-the-top action moments without undermining the horror and tension built up throughout the game. A key example can be found at the tail end of the campaign, when the perspective switches from Ethan to Chris Redfield – the classic Resident Evil hero who’s a proficient soldier at this point in the timeline. You play his sequence as an FPS, killing everything that stands in your way. But because this is a single sequence, rather than half of the game, it feels like a refreshing vignette rather than a case of split personality.

With it being the 30th anniversary of Resident Evil, it’s clear that Capcom’s goal for Requiem was to pay respect to and celebrate the many different things this series has been. And when it’s exploring those things in isolation, it’s undeniably compelling. I loved creeping around Rhodes Hill as Grace, and I loved ripping through the streets of Raccoon City as Leon. Together, though, these elements make for a campaign that feels fractured. Its lack of commitment to one style really hurts Requiem’s overall big picture, and in its worst moments the clash between horror and action undermines much of the tension built up as Grace and inflicts tonal whiplash. There’s a lot I like about Resident Evil Requiem, but I wish the game belonged to either Grace or Leon, not both of them.

Luis Joshua Gutierrez is a freelance writer who loves games. You can reach him at @ImLuisGutierrez on Twitter.

The Witcher Comics Come to WEBTOON on March 9

The Witcher franchise has always been a natural fit for the comic book medium (see our review of 2014’s The Witcher #1 for more). Now those stories are being brought to an entirely new audience, as WEBTOON reveals it’s acquired the rights to Dark Horse’s back catalog of The Witcher comics.

This is the latest collaboration between WEBTOON and Dark Horse, with the latter’s Cyberpunk 2077, Critical Role, and Avatar: The Last Airbender comics also appearing on the platform. Check out the slideshow gallery below to see how the series will look in the WEBTOON format:

WEBTOON is kicking things off with The Witcher: House of Glass, which was written by Paul Tobin, drawn by Joe Querio, and colored by Carlos Badilla. House of Glass is set in the world of the Witcher games and follows Geralt of Rivia as he makes his way through the titular haunted mansion.

Here’s the original logline for The Witcher: House of Glass:

Traveling near the edge of the Black Forest, monster hunter Geralt meets a widowed fisherman whose dead and murderous wife resides in an eerie mansion known as the House of Glass – which seems to have endless rooms, nothing to fill them with, and horror around every corner.

WEBTOON will begin serializing The Witcher on Monday, March 9 at 5pm PT. These stories will be adapted from the original Dark Horse graphic novels and modified for WEBTOON’s vertical scrolling format. New installments will be added weekly.

In other The Witcher news, reports suggest that The Witcher 3 could be getting another expansion. You can also check out our comprehensive timeline of all The Witcher books.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

‘It Is Still in Development. That’s All I Can Say’ — Star Wars: Knights of the Old Republic Remake Dev Issues Update 5 Years After It Was Announced

Saber Interactive’s long-running development of its Star Wars: Knights of the Old Republic remake is confirmed to still be underway.

In a recent interview with IGN, the chief creative officer of Saber, Tim Willits, answered our question regarding the project’s future with a short but simple: “Yes, it is still in development. That’s all I can say.”

The news will be of relief to the hordes of loyal fans of the now-classic RPG originally developed by Mass Effect and Dragon Age studio, BioWare. The modern reimagining was first revealed way back in 2021, but nothing has been officially seen or heard of it in the five years since.

A report in December 2025 from Game File revealed that Aspyr was no longer leading development on the remake, but that the reins had reportedly been handed over to Mad Head Games, the team behind the upcoming Hellraiser: Revival.

That same article also claimed that plans are not only in motion for the KOTOR reimagining, but a remake of its sequel, Star Wars: Knights of the Old Republic 2, had also been discussed.

“Juliet was the codename for a project where we were going to do a full remake of KOTOR II with modern art, modern gameplay, you know, keep the story and the characters and the general — the general content of KOTOR II, but remake it for modern hardware and modern machines with updated graphics and all those kind of things,” said Douglas Reilly, Lucasfilm Games vice president. “It was something we were discussing with Aspyr.”

Whether those full plans for remakes of the Knights of the Old Republic series ever come to fruition is yet to be seen; however, it looks like development is still pressing on when it comes to Saber’s work on the original.

This all comes after the reveal of Star Wars: Fate of the Old Republic at the 2025 Game Awards, a brand new single-player RPG set in a galaxy far, far away, led by former KOTOR director, Casey Hudson. Do you think we’ll be playing this new game before the Knights of the Old Republic arrives? Let us know in the comments below!

For more from our interview with Saber’s Tim Willits, you can find some new details about the upcoming John Wick game, and the news that extreme horror game Hellraiser: Revival has secured its ESRB rating.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Now Marathon Is Out in the Wild, the True Cost of Its Microtransactions Has Been Revealed

Bungie’s Marathon is out now, which means players can finally see how its microtransactions actually work and, crucially, how much everything costs.

The $40 extraction shooter is monetized in a number of ways, including via a premium battle pass and direct microtransactions for cosmetic items, such as playable character skins. As Bungie had signalled before Marathon went live, gameplay-affecting items are not available to buy, only cosmetics.

Still, some players have responded negatively to Marathon’s monetization, criticizing the price of the skins and the digital sales tactics Bungie has in place.

Straight off the bat, on launch day, Marathon has $15 cosmetic packs (they cost 1,500 Lux, Marathon’s premium virtual currency). These packs include a runner skin, a weapon skin, a cosmetic trinket of some type, and a player banner and profile pic. Runner skins are sold separately for around $12’s worth of Lux.

This alone has irked some who believe that Marathon, as a $40 game, should not be monetized in a similar fashion to free-to-play shooters like Fortnite or Apex Legends. Others, however, are unsurprised by these cosmetic packs, and have pointed out that they’re more expensive in other premium games, such as the more expensive mainline Call of Duty games.

But what has caused more of a stink is the denominations of Lux available in the store. A runner skin costs 1,120 Lux, but of course you can’t buy 1,120 Lux exactly from the store. Instead, you have to spend $10 to get 1,100 Lux (just 20 Lux shy of what you need), and then another $5 to get 500 Lux on top, which in total dollar terms matches the same price as the $15 bundle.

This is a common tactic in video games that not only forces you to spend more money than you want to get a particular item, leaving you with virtual currency spare that may encourage you to buy some more so you can buy another item. Call of Duty does this. FIFA does this. And now Marathon does this.

“I’m tired of these Bungie scummy tactics,” one fan said. “Even if I love the game, this store and season pass in 2026 is a shame.”

“Dude I look at the shop to find that if you spend 10 you’ll get 1,100 coins or LUX but these people set every character price to 1,120, so you’ll have to spend another five dollars,” said another player. “I hate this type of greed. I love the game but this is shallow.”

“Yea that’s dumb af,” said another. “And after spending $15 you’ll have 1,600 Lux so might as well get the entire bundle for 1,500. (Is what Bungie probably wants you to do) at that point why even sell the skin separately.”

Within the debate are a significant number of people who believe Marathon isn’t doing anything particularly outlandish here when it comes to monetization. They point to the fact that only cosmetics are for sale and that no-one is forced to buy anything extra to compete out on the battlefield as evidence that Bungie is doing things well enough for its new shooter. Others say that anyone who played Destiny 2, Bungie’s previous release, will find nothing here surprising.

And it doesn’t look like Marathon’s monetization has impacted the sentiment around the game at launch, either. At the time of this article’s publication, Marathon had a ‘very positive’ user review rating on Steam.

It’s also worth noting that Marathon Reward Passes do not expire, so you can buy a previous season’s Reward Passes if you miss out. You unlock rewards in your Rewards Passes using Silk, which is earned by playing the game. You can also earn cosmetics via the Codex, with others available for purchase.

We’ve got plenty more on Marathon, including one Bungie developer’s commitment to “fontslop,” and Bungie’s words of reassurance on Marathon’s difficulty curve. Check out IGN’s Marathon review so far to find out what we think.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The Pokémon Company Issues Another Objection After the Trump Administration Used Its IP for Political Meme — Again

The Pokémon Company has issued an official objection after the White House used Pokopia for a meme, pushing back against the Trump administration’s repeated use of its intellectual property on social media.

On March 5, the official White House X / Twitter account shared a “Make America Great Again” meme that looks like the recently released spinoff, Pokémon Pokopia. While unconfirmed, it appears that the meme is an AI-generated graphic in the style of Pokopia, which released on the Nintendo Switch 2 this week. The text, “Make America Great Again,” is similar to the Pokopia font. Familiar Pokémon can be seen in the background. At the time of this article’s publication, the White House’s tweet had been viewed 18.6 million times.

The Pokémon Company issued a statement in which it stressed that it did not grant the White House permission to use its IP for social content.

“We are aware of recent social content that includes imagery associated with our brand,” a company spokesperson told The New York Times. “We were not involved in its creation or distribution, and no permission was granted for the use of our intellectual property. Our mission is to bring the world together, and that mission is not affiliated with any political viewpoint or agenda.”

In September last year, The Pokémon Company formally responded to the use of Pokémon TV hero Ash Ketchum and the series’ theme tune by the Department of Homeland Security, as part of a video showing people being arrested and handcuffed by law enforcement agents.

“We are aware of a recent video posted by the Department of Homeland Security that includes imagery and language associated with our brand,” The Pokémon Company International said in a statement shared with IGN at the time. “Our company was not involved in the creation or distribution of this content, and permission was not granted for the use of our intellectual property.”

Many fans have suggested The Pokémon Company should defend its intellectual property by launching legal action. However, the corporation’s former legal chief told IGN last year that he “wouldn’t touch this.”

Don McGowan, Pokémon’s veteran ex-legal chief, told IGN in September that he believed any such action was highly unlikely. “I don’t see them doing anything about this for a few reasons,” McGowan, now principal at Extreme Grownup Services, said. “First, think of how little you see [The Pokémon Company International]’s name in the press. They are INSANELY publicity-shy and prefer to let the brand be the brand.

“Second, many of their execs in the USA are on green cards. Even if I was still at the company I wouldn’t touch this, and I’m the most trigger-happy CLO [Chief Legal Officer] I’ve ever met. This will blow over in a couple of days and they’ll be happy to let it.”

As pointed out by The New York Times, Trump administration spokesperson Abigail Jackson has previously commented on their social media strategy, which shows no sign of backing off the use of entertainment company’s IP.

“Through engaging posts and banger memes, we are successfully communicating the president’s extremely popular agenda,” Jackson said. “There’s a reason so many people try to copy our style — our message resonates.”

Indeed, The Pokémon Company isn’t the only gaming firm that has seen its IP used by the Trump administration in political memes. In October, Microsoft remained silent after Donald Trump released an AI image of the U.S. president as Master Chief and the Department of Homeland Security used Halo to promote ICE on social media.

The Trump administration has form when it comes to using AI images to promote the President. In May last year, Trump sparked a backlash from some Catholics after posting an AI-generated image of himself as the Pope. The picture, which was shared by official White House social media accounts, was released as Catholics mourned the death of Pope Francis and prepared to choose the next pontiff.

The White House has also released AI images of Trump as Superman and as a Star Wars Jedi. And when the Department of Homeland Security used South Park to promote ICE, South Park trolled Trump in response, saying: “wait, so we ARE relevant?”

And earlier this week, the White House posted a video on social media that mixed footage from its bombing operations in Iran with Call of Duty gameplay. IGN has asked Activision for comment, but it has yet to respond.

Phot by Carlin Stiehl / Los Angeles Times via Getty Images.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Slay the Spire 2 Launches, Immediately Shatters a Concurrent Player Record on Steam

What a day! We’re still bustling through Resident Evil Requiem, Pokopia’s out today, and on top of that, Slay the Spire 2 is out in early access. And in the shadows of these giant releases, Slay the Spire 2 is doing particularly well. As I type this, it’s reached 177k concurrent players on Steam, and that number is still actively rising. That’s a new record for a roguelike on the platform, just weeks after Mewgenics smashed the previous record.

As reported by Eurogamer back in February, previously, Hades 2 held the crown for the highest concurrent player count on Steam for a roguelike at 112k players. The weekend of its launch, Mewgenics managed to surpass it, reaching 115k concurrent players.

Slay the Spire 2 is currently the fourth most-played game on Steam right now, behind Counter-Strike 2, Dota 2, and Arc Raiders, and just ahead of Rust. It’s even doing better (at the moment) than Resident Evil: Requiem, which at the time of this piece had around 115k concurrents (though its peak is at 344k, considerably higher). I’m almost tempted to sit here refreshing the page just to see if it can get past 200k before I publish.

That’s a fantastic debut for this long-awaited sequel to the popular deckbuilder roguelike Slay the Spire which we called ‘Amazing’ at the time, and awarded a 9/10, saying: “Slay the Spire takes some of the best parts of deckbuilding games, roguelikes, and dungeon crawlers, and mixes them into a wholly new and extremely satisfying package.” Slay the Spire 2 is currently only available on PC for its early access period, but it seems likely to get console versions once it’s fully released.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Capcom Spotlight March 2026: Everything Announced (Updating Live!)

Hot off the zombified heels of Resident Evil Requiem, a brand-new Capcom Spotlight is on its way today, promising updates on Street Fighter 6, Monster Hunter Stories 3: Twisted Reflection, Pragmata, and much more.

We’ll be gathering all the biggest moments and reveals right here as they happen, so be sure to keep checking back to see what exciting things Capcom has planned for the future! Oh, and be sure to let us know below what you are most excited for!

How to Watch the Capcom Spotlight March 2026

This newest Capcom Spotlight will debut today, March 5, at 2pm PT / 5pm ET / 10pm UK time. It is scheduled to run for roughly 30 minutes and will be available with subtitles for 13 languages.

If you’d like to watch the show with us, we’ll be hosting the Capcom Spotlight here on IGN.com and on the following platforms;

What to Expect From the Capcom Spotlight March 2026

Capcom has given us a pretty good idea as to what we can expect from this upcoming Capcom Spotlight, as it promised updates for Monster Hunter Stories 3: Twisted Reflection, Pragmata, Street Fighter 6 Years 1-2 Fights Edition, Mega Man Starforce Legacy Collection, and Megaman Dual Override.

However, there is a good chance there are some surprises in store, and we could even get a glimpse at the future of Resident Evil Requiem since it just launched and has already surpassed 5 million copies.

For more, check out what Capcom announced during its last Spotlight in June 2025!

Developing…

Fans Hunting Rare Charizard Cards Are Reigniting Interest in Pokémon TCG’s Phantasmal Flames Expansion

Pokémon TCG is still red hot as we cross into the official 30th anniversary celebrations for the next 12 months. But there’s one card in particular that’s burning a hole in trainers’ pockets right now, and it’s driving a reignited interest in Phantasmal Flames.

Released on November 14, 2025, Phantasmal Flames is the second expansion under the Mega Evolution banner. Out of all 130 cards in the set, no other is hotter right now than the elusive Mega Charizard X ex 125/094 SIR (Special Illustration Rare).

The rare card has seen a 20% spike in market value on TCGplayer over the past three months, with prices going as high as $2000 for a graded PSA 10 card on eBay in the US.

It’s no surprise that fans want to get their hands on this gorgeous piece of art, with its roaring blue flames and high-contrast orange embers forming Charmander, Charmeleon, and base Charizard underneath.

It was designed by Danciao, the mind behind the stunning Brute Bonnet from Twilight Masquerade and Zekrom ex from Black Bolt. Combine his artwork with the fact that Charizard cards always fetch a pretty penny, and you can start to see why this card is so valuable to fans around the world.

According to official data from eBay, during Phantasmal Flames’ launch week in November last year, users searched for “Mega Charizard” more than “1,500 times per hour” on average – that’s around 36,000 searches per day.

Moreover, from November 2025 through to February 2026, according to TCGplayer, users were searching for “Mega Charizard X ex” around “400 times per hour”, and around 9,600 per day. The base non-SIR version (Mega Charizard X ex 013/094) is also the ninth most popular card sold on TCGplayer in the same time period.

Why is Mega Charizard X ex Spiking in Value Now?

A Charizard card breaking six figures is definitely not unheard of. This Gen 1 not-dragon has consistently topped players’ favourite Pokémon charts, and is, no doubt, one of the most iconic Pokémon of all time. In fact, the second-most expensive Pokémon card in history was the 1995 Pokémon Japanese Topsun Charizard, a pre-1st edition card that sold for an eye-watering €493,230 in 2021.

You can look at even more recent Mega Evolution sets for examples as well, with the Mega Charizard Y ex – 294/217 from Ascended Heroes settling as another remarkably popular card, with market prices listing it at around $523.28 at the time of publication.

Phantasmal Flame’s Mega Charizard X ex 125/094 SIR is no exception to the rule of cool. This was one of the most valuable Pokémon cards of 2025, second only to the remarkably rare and beautiful Umbreon ex – 161/131 from Scarlet and Violet’s Prismatic Evolutions set.

But, despite all this, you may be asking yourself: Why is Mega Charizard X ex spiking now? Well, there are three likely main reasons for that.

The first reason is the classic ‘out of print’ threshold. Larger retailers, such as Target/Tesco, have begun to slow down on Phantasmal Flame restocks to prepare for the next set, and the secondary markets, like your TCGPlayers and eBays, are beginning to take over.

The next major reason is likely to be related to Pokémon Day 2026. With the big 3-0 anniversary birthday just gone by, collectors are likely buying up as many iconic Charizard cards as possible now to resell later for profit and play on the series’s nostalgia.

Finally, we always typically see a spike in Charizard cards around the Pokémon World Championships, held this year in San Francisco, California, from August 28th to 30th. Fans are likely buying the dip, driving the price up, in preparation for 6 months time.

Phantasmal Flames Boosters Continue to Rise in Value

Interestingly, Phantasmal Flames’ Elite Trainer Boxes did hit all time lows of $75 just a couple of months back, but are now back on the rise in popularity, spiking to $95.93 at TCGplayer most recently. That’s a +23.97% rise in just the past 30 days. It’s still far from its $175 high, but trending upwards again, nevertheless.

Jump on the ETB hype all you want, as it’s good fun. But, if you’re seriously hunting for your own Charizard pull, I’d typically recommend buying a single card from a reputable seller and holding on for more value gains over time.

With a pull rate of approximately 1 in 400 packs, according to Pulse Collective, you’d need 12 full booster boxes to statistically find just one Mega Charizard X SIR. The odds don’t seem particularly in your favor, if you don’t mind me saying.

But, if you’re lucky enough to pull this card (maybe go buy a lotto ticket as well), it’s a prime candidate for grading at sites like BGS Black Label, which could push its value to those six-figure numbers at key moments in the Pokémon calendar.

Sara Heritage is a freelance contributor for IGN.

Metroid Prime 4: Beyond Scores a Great Discount on Switch 2 For One Day Only

A new video game deal has joined the party that is Woot’s ‘Video Games For All!’ sale, and it’s one we called “an excellent comeback” in our review. Metroid Prime 4: Beyond for Nintendo Switch 2 is currently discounted as part of the Amazon-owned online retailer’s latest sale event, marked down to $54.99 (see it here).

Overall, this is a 21% discount from its original list price of $69.99, which means you’ll get to save $15 on it. If you have a Switch 2 and have been waiting to get your hands on the latest Metroid game, now is a great time to pick it up.

Metroid Prime 4: Beyond for $55

It’s worth keeping in mind that this offer on Metroid Prime 4: Beyond may not be live for very long, so you’ll want to be quick to scoop it up. The store page states that the deal is live until the end of Woot’s sale – which runs until April 4 – or until it’s all sold out. So, it’s better to grab it now to make sure you have it at this discounted price before it’s all gone.

If you’re curious where we landed with Metroid Prime 4: Beyond, IGN’s Logan Plant reviewed it and found quite a lot to enjoy in it. Giving it an 8/10, he said, “Metroid Prime 4: Beyond is an excellent, if relatively uneven, revival that reaches heights worthy of the Metroid name in its best moments.”

Alongside Woot’s big video game sale, there are a few more gaming deals worth having a look at right now. PlayStation Direct’s big sale is still going on, until March 9, and offers great discounts on a variety of PS5 games, accessories, and more. Or, if you prefer to play on PC, Humble Bundle’s March Humble Choice is officially live, with a fresh selection of games to add to your online library.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.