It feels like we were just talking about Marvel Super Heroes Limited, but Magic: The Gathering is already taking us back to Middle-earth with The Hobbit.
Unlike Marvel Super Heroes, The Hobbit is a smaller set, which means Limited is going to work a little differently. Instead of ten traditional two-color Draft archetypes, we are back down to five. The set is also designed around Pick-Two Draft, where you take two cards at a time rather than a single card with each pick.
I’ll admit, I’m a little sad to see the number of archetypes cut in half. Marvel Super Heroes having ten archetypes gave that format a ton of flexibility, and I thought it was surprisingly well-balanced. However, The Hobbit makes up for some of that lost variety by giving each of its five archetypes a very clear identity.
We have Humans recruiting an army, Dwarves building an enduring story, Goblins amassing, Wargs getting Ferocious, and Elves doing what Simic does best: playing way too many lands.
So, before heading into your The Hobbit Prerelease, Draft, or Sealed event, here is everything you need to know about the set's mechanics, Draft archetypes, removal, bombs, and some general Limited tips.
Set Mechanics
There are three new mechanics in The Hobbit alongside a handful of returning mechanics.
New Mechanics
The set introduces two major new mechanics and one smaller Equipment-focused mechanic.
Recruit
Recruit is probably my favorite new Limited mechanic in the set.
Whenever a card tells you to recruit, you draw a card and then discard a card. If the card you discarded was a nonland card, you create a 1/1 white Human Soldier creature token.
That makes Recruit much more than basic card filtering. You can dig through your deck for whatever you need while simultaneously building your board.
This is especially strong in Azorius because that archetype cares about drawing your second card each turn. Recruit naturally triggers those abilities while creating creatures that can eventually overwhelm your opponent.
Don't automatically discard a nonland just because you want the token, though. Sometimes keeping your bomb and throwing away an extra land is still the correct choice.
Storied
Storied is one of the more interesting build-around mechanics in The Hobbit.
If you control a permanent with Storied while controlling three or more artifacts, legendary permanents, and/or Sagas, you gain an enduring story.
The important part is that once you have an enduring story, you have it for the rest of the game. Your opponent cannot turn it off by destroying your Storied creature or removing one of the permanents that helped you reach the requirement.
This makes Storied decks somewhat snowball-y. The hard part is setting everything up, but once the story is complete, your cards become much more efficient.
It also makes seemingly average legendary creatures, Equipment, and other artifacts significantly more valuable during Draft.
Hone
Hone counters are a smaller mechanic that primarily interacts with Equipment.
Each hone counter on an Equipment gives the creature equipped with it an additional +1/+0.
Simple enough.
However, because Boros already wants Equipment for its Storied strategy, Hone can quickly turn an otherwise average Equipment into a serious threat. Keep an eye on Equipment that can repeatedly gain hone counters because those are going to become harder and harder to block as the game continues.
Returning Mechanics
There are also four notable returning mechanics.
Adventure
Adventure is back, and I’m always happy to see it in Limited.
Cards with Adventure essentially give you two cards in one. You can cast the Adventure portion first, exile the card, and then cast the permanent later.
Card advantage is incredibly important in Limited, and getting removal, card draw, protection, or another useful spell attached to a creature or permanent makes Adventure cards very easy picks.
Amass
Amass returns, this time primarily as Amass Goblins.
If you don't already control an Army, Amass creates a 0/0 Army token before putting the appropriate number of +1/+1 counters on it. Future Amass effects can continue making that Army larger.
This gives Rakdos a way to build one enormous threat without having to flood the board with creatures.
Just remember that putting all your eggs—or Goblins—in one basket comes with some risk. If your opponent removes your giant Army, you may have invested several cards into something that disappeared all at once.
Ferocious
Ferocious is incredibly straightforward.
Do you control a creature with power 4 or greater?
Congratulations, you're Ferocious.
Golgari has several cards that give you additional effects for meeting that requirement, so creatures with naturally high power become significantly better than they might look at first glance.
Landfall
Landfall triggers whenever a land enters the battlefield under your control.
Simic uses the mechanic heavily, and the archetype contains several ways to play additional lands.
Normally flooding out is one of the worst things that can happen in Limited. In this deck, drawing lands isn't nearly as painful because every land can potentially trigger another ability.
Draft Archetypes in The Hobbit
Since The Hobbit is a smaller set, we're back to five archetypes, which is a little sad because Marvel Super Heroes having ten archetypes was very fun and surprisingly balanced.
The upside is that every archetype in The Hobbit has a very obvious game plan.
Azorius / White-Blue - Draw Two Recruit
Azorius is one of the archetypes showing off a brand-new mechanic.
The archetype revolves around drawing your second card each turn, with Recruit acting as one of the easiest ways to consistently trigger those effects.
Recruit also creates Human Soldier tokens whenever you discard a nonland card, so Azorius can generate card selection and creatures simultaneously.
Game Plan
Draw cards
Recruit Humans
Make tokens
Generate card advantage
Take control of the game
Draft Priorities
Cards that repeatedly draw or Recruit
Draw-two payoffs
Cheap creatures
Nonland cards you're comfortable discarding
Evasive creatures
Win Condition
Go wide with Human Soldier tokens
Win through evasive creatures
Use your card advantage to consistently find the cards you need
Azorius Key Multicolor Cards
Bard the Bowman (Signpost Uncommon) - Gets a +1/+1 counter and lifelink until end of turn whenever you draw your second card. Recruit makes triggering Bard incredibly easy.
Patient Instructor - A three-mana 2/2 with vigilance that Recruits when it dies. You can pressure your opponent early and still get value after trading it away.
Bard, King of Dale - Gives the archetype upgraded card draw while doubling down on its token strategy.
Bard's Company - Provides a board-wide buff while also giving you access to repeatable Recruit triggers.
Best Common Cards for Azorius Recruit
Esgaroth Garrison - Gets stronger based on the number of creatures you control and Recruits when it enters. Exactly what the deck wants.
Lakeshore Apothecary - A cheap 1/2 with vigilance that gets a +1/+1 counter whenever you draw your second card. This can become a surprisingly strong attacker very quickly.
Lake-town Lookout - A one-drop that Recruits when it dies. Great early-game fodder that replaces some of its value later.
Long Lake Nuisance - A 3/1 flyer that Recruits on entry. Either a very threatening attacker or an excellent creature to trade into something more expensive.
Best Uncommon Cards for Azorius Recruit
Bilbo, Luckwearer - Creature interaction on the Adventure side followed by an unblockable creature that can generate card advantage. Everything you could really ask for in Limited.
Eagle of the Great Shelf - Just a devastating evasive attacker.
Lake-town Toymaker - Provides a creature buff if you've drawn two cards during the turn, which is exactly what this deck is already trying to do.
Ravenhill Flock - A 1/2 flyer that gets stronger whenever you draw a card. Importantly, it isn't limited to your second card, so multiple Recruit or draw effects can make this thing huge.
Best Bombs for Azorius Recruit
Belladonna Took - Turns all of those Human Soldier tokens entering the battlefield into additional life.
Great Gilded Boat - One of the best repeatable Recruit engines available.
The Queen of Dale - Another excellent repeatable Recruit payoff that can take over a longer game.
Uncover the Moon-Letters - Flexible card advantage that fits perfectly into what Azorius is already trying to accomplish.
Boros / Red-White - Storied Dwarves
Boros utilizes another new mechanic with Storied, but Storied isn't the only thing going on here.
This is also very much the Dwarf deck.
You want legendary permanents, artifacts, Sagas, Equipment, and Dwarves that become significantly more dangerous once you have an enduring story.
The biggest question is how quickly Boros can actually get its engine online.
Game Plan
Play Equipment, legendary permanents, and Sagas
Equip your Dwarves
Complete your enduring story
Start swinging
Draft Priorities
Powerful Equipment
Storied creatures
Legendary permanents
Cheap artifacts
Dwarves
Ways to reduce equip costs
Win Condition
Build one or two extremely threatening attackers
Semi-Voltron your best Dwarves
Hit very, very hard
Boros Key Multicolor Cards
Thorin Oakenshield (Signpost Uncommon) - One of your major rewards for reaching an enduring story and a great reason to commit to the archetype early.
Nori, Teller of Tales - Another useful Dwarf for building toward your Storied synergies while helping the deck maintain pressure.
Bifur, Melodic Rider - Already a solid body, but once you have an enduring story, doubling your Dwarf triggers can get ridiculous.
Dwalin, Weaponmaster - Another strong reason to combine your Dwarf package with Equipment instead of treating the two themes separately.
Best Common Cards for Boros Storied
Dwarven Shortsword - A good common Equipment that gives +1/+2 and creates a 2/2 that automatically equips it, effectively giving you a 3/4 immediately.
Oin the Brave - Storied creature that gets +1/+0 and haste once you have an enduring story. Great for turning on your story and immediately capitalizing on it.
Ori, Keeper of Songs - Another Storied creature that becomes a 4/3 with vigilance once your enduring story is active.
Smaug, the Great Calamity - A huge common Dragon with a removal spell attached through Adventure. Don't let the Boros theme stop you from taking a good Dragon.
Well-Worn Spatula - Cheap Equipment that gains you life when it enters and helps increase your artifact count.
Best Uncommon Cards for Boros Storied
Bofur, Reliable Guardian - A one-drop legendary creature with a very useful protection Adventure attached. Efficient and versatile.
Bombur, Gentle Dreamer - A massive 5/3 Storied creature that gives you a heavy hitter while contributing to your main mechanic.
Dain, Lord of the Iron Hills - A Storied creature that functions almost like a miniature Ghostly Prison, making it harder for opponents to simply race you.
Dwarven Mauler - Makes your equip abilities cost two less. In the right Boros deck, that mana reduction is huge.
Best Bombs for Boros Storied
Dain Ironfoot - Creates Equipment while rewarding your equipped creatures. Pretty much everything Boros wants on a single card.
Fili the Pathfinder - Storied, creates tokens, and gives you a board-wide buff. This is the kind of card that should immediately make you consider drafting Dwarves.
Kili the Resourceful - Free equip costs AND card draw. Yeah, that'll do.
Orcrist, Goblin-cleaver - A reeeeeally strong Equipment capable of generating a ridiculous number of Treasures. Honestly, don't worry too much about being Boros with this one. If you can play it, you probably should.
Rakdos / Black-Red - Amass Goblins
Rakdos is all about Gobbos.
This works a little differently from the Goblin archetype we saw in Lorwyn Eclipsed. While there are still sacrifice synergies available, you're not constantly throwing away your entire board.
Instead, you are repeatedly Amassing Goblins and building one gigantic Army.
Game Plan
Amass Goblins
Make your Army huge
Use smaller creatures as resources
Deal damage
Don't get too attached to your Goblins!
Draft Priorities
Amass cards
Removal
Sacrifice outlets
Creatures you're comfortable sacrificing
Ways to give your Army evasion or additional power
Win Condition
Throw Goblins at your enemies
Build one enormous Army
Attack HARD
Rakdos Key Multicolor Cards
Bolg of the North (Signpost Uncommon) - A massive 5/5 that lets you sacrifice another creature when it enters to deal damage equal to that creature's power to another creature. Any excess damage becomes an Amass Goblins trigger. Removal, sacrifice synergy, and Army building all on one card.
Goblin Plate Mail - Gives your Army or another attacker additional pressure and works nicely with Rakdos' plan of making individual threats harder to deal with.
Fearsome Goblin Pair - Another efficient Goblin payoff that helps keep pressure on your opponent while supporting your creature-heavy strategy.
Bolg's Company - A strong payoff for leaning fully into Goblins and Amass.
The Great Goblin - One of the biggest reasons to stay in the Goblin strategy if you open it. This can turn an already annoying Rakdos board into a serious problem.
Best Common Cards for Rakdos Goblins
Goblin-town Flunkies - Much better when your deck consistently creates tokens, which Rakdos should have no problem doing.
Gundabad Opportunist - Fits naturally into the aggressive Goblin plan and helps keep pressure going.
Rage into the Valley - Another way to convert your board into damage and keep your opponent from stabilizing.
Tidings of War - Useful support for keeping the Goblin engine moving while developing your board.
Best Uncommon Cards for Rakdos Goblins
Bothersome Noisemaker - Great for consistantly Amassing Goblins.
Down, Down to Goblin-town - Excellent Goblin payoff that becomes better the deeper you are into the archetype.
Gathering of Darkness - Returns a creature from your graveyard to your hand while also Amassing Goblins 3. That's a lot of value from one card.
Great Ugly-Looking Goblin - Another solid Goblin body that helps make the tribal portion of this archetype worthwhile.
Misty Mountains Raider - Strong aggressive support for the Army strategy.
Best Bombs for Rakdos Goblins
Along the Crooked Way - A powerful late-game effect that helps Rakdos continue generating value.
Desert Were-Worm -- A gigantic threat that can quickly become difficult to answer with multiple combats.
Golgari / Black-Green - Ferocious
This is easily the simplest archetype in the format.
Ferocious cares about having creatures with 4 or more power.
That's really about it.
Play big creature. Get reward. Hit opponent with big creature.
Sometimes simple is good, and Golgari looks like one of the most consistent archetypes in The Hobbit because it doesn't require nearly as many moving pieces as something like Storied.
Game Plan
Play creatures with 4+ power
Make smaller creatures reach 4+ power
Trigger Ferocious
Attack
Draft Priorities
Ferocious payoffs
Creatures with naturally high power
Combat tricks and buffs that get creatures to four power
Ramp
Removal
Win Condition
Simple...
Attack until your opponent loses.
Golgari Key Multicolor Cards
The Chief Warg (Signpost Uncommon) - Gives you card draw whenever you attack while controlling a creature with power 4 or greater. A repeatable draw engine attached to a 3/3 menace creature is an excellent reason to play Golgari.
Duskwatch Hunter - Hard to deal with if your opponent is running tokens, also can trigger are Ferocious trigger on entry.
Chief Warg's Company - Helps push the Warg/Ferocious strategy over the top and rewards you for committing to large creatures.
Best Common Cards for Golgari Ferocious
Gollum, Silent Slinker - A useful early creature that helps Golgari survive long enough to deploy its bigger threats.
Little Bear - Bear.
Mirkwood - Allows you to sacrifice for two +1/+1 counters on a creature, really useful for when you really need that Ferocious trigger.
Ravening Warg - Deathtouch with a lifegaining Ferocious ability
Wargling - Helps establish your creature base early before the bigger Wargs start showing up.
Best Uncommon Cards for Golgari Ferocious
Desolation Prowler - A strong early-game body that helps keep Ferocious online.
Nasty Little Rabbit - Don't let the name fool you. This thing can become a legitimate problem.
Old Fat Spider - Big enough to matter and another solid creature for turning on your Ferocious effects.
Wilderland Scrounger - Good support for keeping your creature-heavy strategy moving, can also help activate Freocious triggers easier.
Best Bombs for Golgari Ferocious
Bejeweled Warg - Exactly the kind of oversized threat this archetype wants.
Beorn the Fierce - It's Beorn. He’s Bear. He's huge. He's scary. He belongs here.
Dancing from Dark to Dawn - Makes bears on Landfall, AND put’s X +1/+1 counters on creatures. Probably one of the best Green Bombs in the set.
Radagast of Rhosgobel - Makes casting creatures cheaper, so that your big Ferocious creatures can come in earlier.
Simic / Green-Blue - Landfall
Simic go brrrrrrrrrrrrrr.
What else can we expect from Simic at this point?
It seems like every set Simic goes back and forth between +1/+1 counters and land mechanics. This time, we're playing lands.
Lots of lands.
The archetype also has a noticeable Elf subtheme, but Landfall is ultimately what keeps everything together.
Game Plan
Play lands
Trigger Landfall
Ramp
Play additional lands whenever possible
Cast cards that would normally be too expensive for Limited
Draft Priorities
Strong Landfall triggers
Cards that let you play additional lands
Ramp
Ways to return or find lands
Expensive bombs that other archetypes may struggle to cast
Win Condition
Play lands
Seriously, just keep playing lands
Eventually turn all that mana and value into something enormous
Simic Key Multicolor Cards
Silvan Reveler (Signpost Uncommon) - One of the strongest reasons to move into Simic and a fantastic payoff for doing exactly what Landfall already wants.
Mirkwood Nurturer - Helps bridge your early game into your larger Landfall threats.
Thranduil's Company - Another strong reward for leaning into the Elf and Landfall sides of the archetype.
Best Common Cards for Simic Landfall
Attercop - Solid creature for helping stabilize while your Landfall engine comes online.
Beorn, Reluctant Host - A good body that gives the deck some much-needed board presence, plus an extra land Adventure
Guardian of the Halls - Decent early body Elf that can ramp up into a bigger creature over time if you have the mana.
Wood Elves - Probably THE ramp Elf.
Best Uncommon Cards for Simic Landfall
Beorn's Hospitality - Excellent value in a deck that wants enough resources to play a longer game.
Elven Raft-Steerer - Good protection or tempo control for landfall.
Mirkwood Pathmaker - Helps convert all of your setup into actual pressure.
Troop of Ponies - Keeps your landfall engine going.
Best Bombs for Simic Landfall
Down in the Valley - A huge payoff for a deck already designed to generate tons of mana.
Elven Passage - Double landfall trigger and potentially untapped ramp.
Through the Forest Gate - Potentially game ending if this resolves. Could possibly trigger your Landfall at TON and gains 8 life.
General Bombs in The Hobbit
Some cards don't need an archetype.
If you see them, take them.
The Arkenstone - The Adventure side can find a legendary creature before you eventually cast The Arkenstone itself. Once it's down, all of your creatures get +1/+1 and you draw another card during each of your end steps. Expensive, absolutely, but this is the kind of card that can completely take over a Limited game if you're able to untap with it.
My Precious - The Adventure lets you sacrifice a creature to draw two cards before eventually becoming an Equipment that gives the equipped creature hexproof and makes it unblockable. This can turn your best creature into an absolute nightmare to answer.
Best Removal and Interaction Cards in The Hobbit
Good synergy is great.
Removing your opponent's bomb before it kills you is better.
These are some of the interaction cards I would keep an eye on while drafting each color.
White
Bilbo's Gambit - A White counter spell
Celebrate the Mountain-king - Nonland permanent removal + Recruits on entry
Magnificent End - Creature removal
Settle the Wreckage - Could potentially save you from losing a game and set up a win.
Thorin's Last Stand - Enchantment removal (very good in this set).
Blue
Confusticate and Bebother - Counter spell or card draw.
Enchanted River's Grasp - Freeze target creature.
Sound the Trumpets - Counter spell + Potential Recruit trigger.
Thranduil's Decree - Permanent counter, AND you get to steal the card if you would like.
Uneasy Partings - Creature removal.
Black
Bilbo's Deadly Slice - Murder reprint.
Gnashing of Teeth - Either creature removal or a boardwide debuff.
Reverent Howl - Card draw or combat trick.
Stir Up Trouble - 1-mana creature removal.
Red
Burn, Burn, Tree and Fern - Creature removal > Artifact removal > Ramp > Ramp saga
Desolation of Smaug - Lightning Bolts all non-dragons then ramp 4 mana into any dragon spell.
Pinecone Strike - Creature removal and token artifact removal.
Smaug's Fury - Good combat trick.
Green
Quarrel - Creature removal.
Troll Negotiations - Fight removal.
Warg Tactics - Flying removal or creature protection/combat trick
What Draft Archetype is Best in The Hobbit?
Small sets always have a balancing problem.
When there are only five major archetypes, there isn't much room for one of them to fall behind. If a single color pair isn't competitive, you have essentially lost 20% of the format.
Looking at The Hobbit, I think Boros Storied has the biggest chance of struggling. The individual cards aren't necessarily bad, but Storied asks you to assemble several pieces before getting the full value from your deck. If you don't pull enough Storied creatures, legendary permanents, Equipment, artifacts, or Sagas, your deck could end up being a slightly awkward Boros pile while your opponent is already smashing you with a 6/6 Warg.
On the opposite end, Golgari Ferocious looks incredibly simple and efficient. There aren't many hoops to jump through. You want four-power creatures, and green and black are pretty good at giving you creatures with four power.
I think Azorius Recruit probably has the highest ceiling for experienced players. Card selection is incredibly powerful in Limited, and Recruit lets you filter your hand while simultaneously creating creatures and triggering your draw-two effects. Knowing what to discard, when to Recruit, and when to hold onto resources gives the archetype a lot of decision-making.
Simic also looks very consistent if its ramp cards are available, while Rakdos may have some of the biggest blowout potential in the format if you're allowed to build an enormous Goblin Army.
If I were ranking the archetypes before getting more games in, I'd start with:
Azorius Recruit
Golgari Ferocious
Simic Landfall
Rakdos Amass Goblins
Boros Storied
That ranking could absolutely change once we see how fast the format actually plays, but Azorius and Golgari are the two archetypes I'm most interested in drafting first.
Deck-Building Tips for The Hobbit Limited Formats
Because The Hobbit is a smaller set, you're going to see duplicates more frequently than you would in a full-sized Limited environment.
That makes identifying the important commons and uncommons even more important.
For most decks, I'd still stick closely to the traditional Limited formula: around 17 lands and 23 spells, with roughly 15-17 creatures depending on your archetype.
However, each archetype bends those rules slightly.
Azorius wants enough nonland cards that Recruit can consistently create tokens, but don't go too low on lands just because you're filtering through your deck. So don't be afraid to go a little higher than 40 cards!
Boros needs to be especially careful with Equipment. Equipment is great when you have creatures to hold it. A hand full of swords and nobody to pick them up is terrible.
Rakdos needs enough Amass effects to reliably rebuild its Army. Don't assume one gigantic Army will survive forever.
Golgari should still respect its mana curve. Ferocious wants four-power creatures, but that doesn't mean every creature in your deck should cost four or five mana.
Simic can afford to run a slightly higher curve because of its ramp, but ramp cards need something meaningful to ramp into. Don't fill your deck with mana acceleration and then realize your most expensive creature costs four.
Also, prioritize Adventures highly. Being able to use one card twice is extremely valuable in both Draft and Sealed.
Gameplay Tips for The Hobbit Limited Formats
The first thing to remember is to manage your legendary creatures carefully.
This is a smaller set, so you're more likely to see multiple copies of the same legendary creature. Don't be afraid to draft duplicates, especially when they're strong cards, but remember that the legend rule still exists.
This is especially relevant in Azorius.
Recruit gives you a very convenient way to turn extra legendary creatures into Human Soldier tokens. If you already control the legendary creature you need, don't be afraid to discard the second copy and keep digging through your deck.
Against Rakdos, don't automatically throw removal at the first Goblin Army you see. If it's only a 2/2 and you know your opponent can continue Amassing, you may be better off saving removal until they've invested more resources into it.
Against Boros, try to interact before the deck gets its enduring story online. You cannot take the enduring story away once they've earned it, so stopping that third artifact, legendary permanent, or Saga before everything comes together can be important.
Against Golgari, watch for combat tricks that suddenly turn a smaller creature into a four-power creature. Ferocious can potentially become active in the middle of combat.
Against Simic, pressure matters. Landfall decks become increasingly difficult to out-value once they have enough mana and start triggering multiple abilities every turn. Don't give them forever to set everything up.
Finally, don't underestimate evasion.
There are going to be some enormous creatures running around this Limited format between Goblin Armies, Wargs, Bears, equipped Dwarves, and whatever nonsense Simic eventually puts onto the battlefield. Flying, unblockable creatures, menace, and other forms of evasion become extremely valuable once the ground gets clogged.
Final Thoughts
The Hobbit is definitely a much smaller Limited environment than Marvel Super Heroes, and I'll admit I'm going to miss having all ten color combinations represented by dedicated archetypes.
The five archetypes all approach Limited from very different directions. Azorius rewards card advantage and careful resource management, Boros asks you to assemble an enduring story, Rakdos wants to create one horrifying Goblin Army, Golgari wants BIG creature, and Simic wants to play every land it can possibly get its hands on.
I'm currently most excited about Azorius Recruit. Recruit looks like one of those mechanics that seems simple until you actually start making decisions with it, and I think experienced Limited players are going to be able to squeeze a ton of extra value out of deciding what and when to discard.
Golgari Ferocious is probably where I'd point newer players. The strategy is incredibly straightforward, the cards naturally support one another, and you don't need to assemble a complicated engine to make the deck function.
Boros Storied is the archetype I'm most cautious about. If everything lines up, I think it could be extremely strong, but it also seems like the strategy most likely to fall apart when you don't see the exact pieces you need.
Either way, I'm excited to actually get my hands on The Hobbit and see which of these archetypes lives up to expectations. And, of course, if Simic somehow ends up being the best archetype again because playing lands is apparently the strongest thing anyone can possibly do in Magic...
If you’re looking to keep up with everything else releasing this year, be sure to check out our 2026 TCG and Tabletop Release Calendar for upcoming Magic: The Gathering sets, Riftbound, Disney Lorcana, Pokémon, board games, TTRPGs, and more. We’ll be updating it throughout the year as new release dates and products are announced.