Member Reviews

Thank you to Netgalley and Viz Media for an advanced digital copy of Destroy All Humans: They Can't Be Regenerated.

One of my coworkers let me know about this book and I just had to read it. I have never played Magic: The Gathering, but I do have a ton of family and friends who play the game (I do play other TCGs though). I also work at a library and primarily work at our Teen Library. We have several groups of teen patrons that love MTG and come in almost weekly to play, as well as we have done a few programs for MTG drafts for all ages.

This is a book that I will be getting for our teen manga collection and I will be recommending it to all of our patrons. Even if you don't play MTG this is still a fun read for those that may play other TCGs, or even if you don't play.

For the MTG enthusiast, with this book it's fun to see a throwback to early MTG days. From playing the game, making new friends, trading cards, and playing in tournaments. For those that don't play MTG and may not have much knowledge of the game, this book does a great job of explaining what is happening when the card are being played.

Over all if you are fan of MTG or other TCGs, this is a fantastic read. Even if you aren't it is still a great read because of the characters and story.

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One of the most anticipated October manga releases has to be Destroy All Humans. They Can’t Be Regenerated. This coming-of-age story begins in 1998, when Magic: The Gathering was just five years old and looked rather different to its current iteration. Middle schooler Hajime is an eager player, besting peers with his mono-black deck despite model student Emi chiding him for bringing his cards to school. But when Hajime goes to a local gaming café, he makes a discovery: Emi is an expert player with a mono-white deck!

The two become unlikely friends, sharing their love of the game and building new decks together. But Emi believes (or at least claims to believe) in the prophecies of Nostradamus—including one that states the world will end the following year. How will this pair spend their alleged last year on Earth? Who’s the better player? And are they ever going to date, or what?

The manga and its English translation are both stellar, packed with footnotes and endnotes to ensure that every reader knows what’s going on. Long-time fans will appreciate the index of cards featured in the volume, as well as the history baked into the story. But even the most fan-pleasing series of references can’t survive without a story. Fortunately, Hajime and Emi’s blooming relationship is so endearing that even the least informed manga reader will be entertained.

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The book is worth picking up if only for loving dedication to its extremely high concept. It is a manga not just about kids playing Magic: The Gathering; it is about kids playing Magic: The Gathering a mere six years after its debut, giving loving attention to the cards, strategies, and releases for the individual years the book covers. This first volume also includes many interesting details from the culture of Japan in 1998-99, fairly heavily footnoted at the book’s end. Particularly interesting is the sense of impending doom hanging over the cultural landscape due to media coverage of one of the prophecies of Nostradamus that specifically mentioned the year 1999.

But that is all merely the concept and the setting. The plot so far has been a competent but not particularly compelling rivalry-to-friendship-to-(both-of-them-denying-it)-budding-romance. There is a mild subversion of the unobtainable girl motif by having Kano be a fellow academic champion who views Sawatari with bitter resentment before they begin to bond over M:tG. Fanservice is thankfully mild, limited to carefully-angled shots of Sawatari in tight outfits.

The art seems good, with some interesting character designs, especially among the older nerd characters. It may be overly reliant upon screen tones, and the intricate art and small text of the Magic cards may not always come though well on the page, or both of those might just be a side effect of the poor quality of the pdf given me for this preview. A very minor note is that somewhat strange choices seem to have been made for the translation’s roman-alphabet sound effects, such as ‘rabbl rabbl rabbl’ to indicate crowd sounds.

I have never played Magic: The Gathering, certainly not when it first came out, but I know enough about the game and its history to get a few of the references. Yet, I’m also to be slightly bugged by the fact that two-and-a-half decades of revision, bans, and rules and lore overhauls means that we are seeing the character’s in this manga master intricacies of technique and strategy that mostly no longer exist. The flip side of that frustration is the pleasure of knowing you are not reading an advertisement for the massive, over-exploited Hasbro IP that the game is today.

This book does well with its high concept of a portrait of early M:tG culture and of Japan in the late 1990s, but the narrative beats of the relationship that form the narrative in which that rests are lacking in subtlety.

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This immediately caught my nerdy eye. You mean there's a manga about Magic: The Gathering? Sign me up. Destroy takes place in the 1990s, following middle school rivals who step up their rivalry through MTG. The manga does a good job of introducing the reader to the different types of cards and how the game is played, and will appeal to existing fans of the game as well as newcomers interested in learning it. The art is very cool, bringing the in-game action to the reader. Fans of Yu-Gi-Oh or After School Dice Club will really enjoy this. As a fan of MTG, it's fun reading a hobby manga about something I'm into myself.

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This manga offers a nostalgic journey back to the early days of Magic: The Gathering, blending the rise of the iconic card game with the relatable struggles of middle school life. Set in the 90s, the story follows Hajime Kano, a self-proclaimed geek who constantly finds himself in second place to Emi Sawatari, the perfect honor student. Their dynamic shifts when the two discover the world of Magic: The Gathering.

The manga does a great job of capturing the excitement and culture of trading card games during this era. The blend of competition, strategy, and passion for the game is clearly conveyed, making it a treat for both fans of the game and newcomers. The rivalry between Hajime and Emi is fun to follow, and their evolving relationship adds depth beyond the gaming aspect.

The art style is sharp and captures the essence of 90s manga, enhancing the nostalgic feel. The only drawback is that the story sometimes leans too heavily on clichés, making certain plot points predictable.

Overall, Destroy All Humans. They Can’t Be Regenerated is a fun and engaging read for fans of Magic: The Gathering and those who enjoy school life with a gaming twist. While it doesn't break new ground, it delivers a solid and enjoyable experience.

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I received an ARC from Viz Media via NetGalley. This manga follows two middle school students who play Magic the Gathering in 1998. An avid MtG player myself, I liked this slice of life story and there was plenty of explanation for those unfamiliar with the game. The artwork wasn’t my favorite, but the cute relationship between the main characters was sweet.

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