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Magic: Legends is Diablo with deck building and microtransactions

Magic: Legends is Diablo with deck building and microtransactions

Magic: The Gathering has spawned plenty of curious videogame spin-offs over the years, including RTS games, arcade fighting games, and turn-based tactics games. Magic: Legends is the latest effort to marry Wizards of the Coast's trading card game with another popular genre, the action-RPG. That means top-down action, churning hotbar abilities as soon as they become available, and enemies that erupt with shiny loot upon death.

After a brief hands-on session with Magic: Legends, I can confidently say that it does all of those things, and pretty well. Smashing through nests of sporecap spiders as a flail-wielding necromancer - buffs, debuffs, and summoned creatures raining down onto the battlefield as I cycle through my abilities - is instantly gratifying. Developer Cryptic Studios has packed plenty of punch and brio into every spell - even a basic move like Earth Spike feels powerful as it sends a column of jagged rocks rolling across the arena, hurling enemies into the air.

Spells are the main focus of combat and it's here where MTG's card game mechanics really come into play. Abilities are selected in the same way that you would build a deck of cards. Spells belong to one of Magic's five famous colour types - these broadly denote the type of ability it is, and you can make decks that are either mono-coloured or that mix two colours. Naturally, a Magic: Legends build is made up of far fewer spells than a deck in Magic: The Gathering - 12 rather than 60 - but there's still an element of RNG as there are only ever four spells available to you while fighting. This is Legends' equivalent of your hand, as every time you use a spell from your hand of four, you'll draw a new one from your deck to replace it.

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