CURRENT REPORT FOR ISSUERS SUBJECT TO THE
                         1934 ACT REPORTING REQUIREMENTS

                                   FORM 10-KSB

                       SECURITIES AND EXCHANGE COMMISSION
                              WASHINGTON, DC 20549


  Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act

                   For the Fiscal Year Ended December 31, 2006

                            EMAZING INTERACTIVE, INC.
             (Exact name of registrant as specified in its charter)

             Nevada                     333-138111             20-4672080
(State or other jurisdiction    (Commission File Number)    (IRS Employer
  of incorporation)                                          Identification No.)


              101 C North Greenville, Suite 255, Allen, Texas 75002
               (Address of principal executive offices (zip code))

                                  972-984-8796
              (Registrant's telephone number, including area code)



                                (Former address)

Securities registered pursuant to Section 12(b) of the Act:  NONE
Securities registered pursuant to Section 12(g) of the Act:  Common Stock

Indicate by check mark whether the registrant (1) has filed all reports required
to be filed by Section 13 or 15(d) of the Securities Act of 1934 during the past
12 months  and (2) has been  subject  to such  filing  requirement  for the past
90days Yes [X] No [ ].

Indicate by a check mark  whether the company is a shell  company (as defined by
Rule 12b-2 of the Exchange Act: Yes [ ] No [ X ].

Aggregate  market  value  of the  voting  stock  held by  non-affiliates  of the
registrant as of December 31, 2006: $ -0-

Shares of common stock outstanding at December 31, 2006:    5,350,000








<PAGE>

<TABLE>

PART I.

ITEM 1.  DESCRIPTION OF BUSINESS

We were  incorporated on April 21, 2006 in the State of Texas and redomiciled to
become a Nevada corporation in October 2006. In this report, we refer to EMazing
Interactive,  Inc.  as "we,"  "us" or  "EMazing"  unless we  specifically  state
otherwise or the context indicates otherwise.  We are a gaming organization that
is working with prominent  marketing  services connected to the gaming scene. We
specialize  in  providing  marketing  awareness  of products and services of our
customers to millions of on-line gaming players and enthusiasts.

To date, our business development activities have primarily been concentrated in
web server  access and  company  branding  in hosting  web based  e-games.  This
activity is  structured  whereby our partners and sponsors are provided  premium
web site exposure identifying their company, name, and product offerings.

We generate  revenues  through our  partnerships  and sponsors.  Sponsoring  EMG
GAMING  will  bring a product  and/or  brand name into the  spotlight  of gamers
worldwide. Our customer's brand will be synonymous with the youthful intelligent
image that  pro-gaming  has. Our customers have prime  advertising  space on our
website,  IRC  channel  every  hour  24/7 and  clothes,  which  we will  wear at
competitive events all year round. It is primarily through our fee structure for
web server  access  that we  generate  revenue.  Although  our web site  creates
product  awareness  for our sponsors and  partners,  our revenue is generated by
fees which our  partners  and  sponsors  remit to us for that  exposure.  In the
E-Gaming  industry,  partners  and  sponsors  will pay top  dollar for a popular
gaming web site as they can maximize their product and name exposure.

We also generate revenue through EMazing Servers, a "Game Server" rental company
whereby  we rent game  servers  for  players  to play a  computer  game of their
choice. We rent game servers for over 32 different games, the most popular being
Half Life's Counter Strike and variations of this game. We rent by the hour, day
or  month.  This  rental  program  is  unique  for our type of  service  as most
companies  choose  to rent by the  month.  We feel this  gives us a  competitive
advantage over our competition.

We have three  standard  packages  designed for our  prospective  partners.  Our
"Gold" package is aimed to give maximum  publicity to our prospective  partners,
forcing their product into the world of pro-Gaming  and showing  everybody  that
their  company  really cares about the gamers.  The Silver"  package is aimed at
companies with a lower budget that are looking to get their product noticed. The
"Bronze"   package  is  for  companies  with  limited  budgets  but  still  want
involvement in the eSports industry. Following is a chart outlining the benefits
of our partnerships/sponsors at the Gold, Silver and Bronze levels.

------------------------------------- ----------------------------------- -----------------------------------
       GOLD PARTNER FEATURES               SILVER PARTNER FEATURES             BRONZE PARTNER FEATURES
------------------------------------- ----------------------------------- -----------------------------------
<S>                                                                       <C>

1.   High priority branding on        1.   Branding on our website        1.   Branding on IRC for a
     our website, clothing,                and IRC                             limited time
     computer cases and IRC channel
2.   High priority advertising        2.   Limited advertising on         2.   Listed as a supporter
     on television, radio, eSports         television, radio, eSports          for a limited time
     websites and magazine                 and magazine special features
     interviews
3.   Main sponsor image, banner       3.   Listed as an official          3.   Special features
     and description of company on         supporter on our website            negotiable
     our website                           with a rotational banner and
                                           a small logo



                                                                               2
<PAGE>

4.   Special features on your         4.   Special features on your
     products: e.g. news and reviews       products: e.g. news and
                                           reviews
5.   Product/brand endorsement        5.   Product endorsement on
     on our website and at events          our website and limited
                                           endorsement at events
6.   Availability for press
     attendances and media events.
     Product testing and feedback
     Price: $5,000.00 per month            Price: $2,500.00 per month          Price: One time payment of
                                                                                      $1,500.00+
------------------------------------- ----------------------------------- -----------------------------------
</TABLE>

During 2006,  we filed and had approved  form SB-1 to raise funds.  A portion of
the proceeds of the offering are being used to further develop E-Gaming software
and lease  server  capacity and access  through  server  lease  agreements.  The
development  of software is the key aspect of our  business  model in that it is
through the game  itself  that a company  such as ours  achieves  notoriety  and
industry  following thereby affording us the opportunity to promote our sponsors
and partners on a fee structured  basis.  This software  development is the game
itself and as it achieves  acceptance and favorability (more players playing it)
the more our company  positions it self as a provider of leading  edge  E-Gaming
programs.  Part and parcel to this is providing access to the game itself on the
World Wide Web. To achieve this,  we lease servers or portals,  web based access
points to allow E-Game  players to access our web site and therefore our on-line
games.  These  servers are a major source of revenue for us as we charge  access
fees to these servers.

BUSINESS OPERATIONS:

GOVERNMENT REGULATION:

At the present time,  there are no Federal  Government  regulations  on computer
games over the internet or on dedicated servers.

OUR QUALIFICATIONS

Our qualifications are our reputation and experience in the industry.  G. Edward
Hancock,  President,  and our contract workers and volunteers have over 50 years
combined experience in the E-Gaming industry.

INDUSTRY & COMPETITION:

Market Analysis Summary:

Gamers are just as fanatical  about  pro-gaming  teams as football fans are with
their NFL teams.  They watch their  matches,  attend  events,  emulate what they
wear,  buy the hardware they use, and follow the new trends players bring about.
Counter-Strike  1.6 is the world renown FPS (First  Person  Shooter) game and is
the #1 online  action  game in the  world.  Counter-Strike  1.6  offers the most
competition  and  biggest  prize pots in the gaming  industry.  With all the new
advancements  within the eSports  community it also brings about new games, such
as Counter-Strike  Source.  Source is the newest addition to the  Counter-Strike
family  bringing  amazing  graphics,  new maps,  and different  techniques  than
Counter-Strike  1.6.  The  graphics  on this  engine are  amazing and offer high
quality  details to this game as well.  Bringing  in this game  offers  computer
companies  and  hardware  companies  more  sales due to gamers  needing a better
computer to run the video game.
(Source:http://www.csnation.net/articles.php/cssguide_200/)

Online  gaming has emerged as one of the biggest  growing  industries in the new
millennium.  The Far East has  played a  significant  role in paving the way for
recognition  for online gamers.  Multiplayer  online games have generated over 1
billion  dollars in revenue for the first time,  in 2004. A large  proportion of
this figure has come from player  subscription  games such as Everquest and Star


                                                                               3
<PAGE>

Wars  Galaxies,  but a  significant  amount has also come from the first  person
shooter  game sales.  This figure does not include the  emergence  of  sponsored
players  and teams as has been  seen in Asia  over the last 18 months  with many
players earning above $100,000 in sponsorship  deals.  These players have become
cult figures in their  respective  countries and "national  heroes".  The way it
stands now, is that this status  will start  migrating  to the already  maturing
gaming  markets  such as the US,  where  global  events here now command  higher
earnings for the winners. Typical earnings of a team range between $20k and $40k
for the larger events, though this is small compared to the events of Asia.

These  events have caused an influx  from many large  companies  wanting to gain
access to this emerging market.  Names such as Nike, Pepsi, Red Bull, and Oakley
have begun  their  sponsorship  programs  globally  with an  emphasis  on the US
Market.  Gaming leagues and  competitions  such as WSVG,  CPL, ESWC, WCG and WEG
have become very popular in the US and the world, culminating in the Asian model
for sponsored clans and players  increasingly  hugely as a result. News of these
events is  starting  to hit  mainstream  television  and press  with news of the
winning tournaments being broadcasted on channels such as:

     1.   BBC News Online
     2.   CNN
     3.   ABC
     4.   Fox News
     5.   MTV
     6.   Fuse Network
     7.   CBC Television in Canada
     8.   Many major online news services such as Yahoo, MSN, Reuters

As more  mainstream  media becomes  involved in promoting  gaming  events,  this
allows more  companies  outside the gaming  community  to get  involved as named
above.

Besides  these  news  sites and  television,  there are  various  ways to follow
events.  These methods include online radio,  such as TSN  (www.tsncentral.com),
streaming video and in-game  viewing tools such as  HalfLife-TV.  These programs
allow the  viewer to watch the actual in game  action  from the point of view of
any player they like or if preferred a map overview.  Over 30,000 people watched
the last CPL (www.thecpl.com) finals on HalfLife-TV alone.
(Source: http://www20.tomshardware.com/game/200408071/cyberathlete-14.html)

                                GAMING STATISTICS

     1.   A $35 million global market only three years ago,  pay-per-play gaming
          reached $137 million in 2003 and is forecast to grow at an  impressive
          compound  annual  growth  rate (CAGR) of 40 per cent to 2007 to become
          the second largest online gaming sub-sector behind Multi-player Online
          Games. (Source: http://www.screendigest.com/ezine/0404/#games)

     2.   Screen Digest forecasts that the total online PC games market will top
          $2.2 billion by 2007.
          (Source:http://www.screendigest.com/ezine/0404/#games)

     3.   Nick  Gibson,  a games  industry  analyst and the author of the report
          states: "The casual online gaming market has matured rapidly since the
          end of the dotcom boom era and a number of new,  high  margin  revenue
          models have emerged that have, following a three year hiatus, returned
          rapid growth to this sector. Amazingly,  every single one of the major
          casual games  service  providers  reported  that this growth was being
          predominantly fuelled by middle-aged and female gamers, the antithesis
          of the MMOG and hard-core gaming markets."
          (Source:http://www.screendigest.com/ezine/0404/#games)

     4.   The  barriers  that keep the  average  gamer from  having a say in the
          future of his or her hobby are falling  away and the doors are opening


                                                                               4
<PAGE>

          for new talent.  Having just passed the 11 billion  dollar  mark,  the
          gaming  industry  has started to assume a position as a true  defining
          force  in  culture  and a  shaper  of  our  digital  future.  (Source:
          http://www4.tomshardware.com/business/20040401/gdc-11.html#conclusion)

     5.   Clearly,  the most powerful force driving the games market is consumer
          demand.  According  to a new  study  from the  Entertainment  Software
          Association (ESA),  "Essential Facts about the Computer and Video Game
          Industry,"  more  than half (54  percent)  of all US  households  have
          purchased   or  plan  to  purchase   one  or  more  games  this  year.
          (Source:http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=
          Articles&Subsection=Display&Article_ID=209404)

     6.   By 2010, 450 million homes worldwide will have broadband  connectivity
          at speeds greater than 1Gbit/second.  In addition,  of the more than 2
          billion  mobile  phones in use, at least half will be  connected to 3G
          networks,   which  will  feature  data   transfer   speeds  in  excess
          100Kbit/second and make the downloading of games and assets practical.
          (Source:http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=
          Articles&Subsection=Display&Article_ID=209404)

     7.   The report concludes that the electronic  gaming market will expand at
          a compound  annual  growth rate of 20 percent and will top $55 billion
          in annual revenue by the end of the decade.
          (Source:http://cgw.pennnet.com/Articles/Article_Display.cfm?Section=
          Articles&Subsection=Display&Article_ID=209404)

Themis Group (a community and communications services company catering to games,
technology,  and entertainment  enthusiasts) CEO and co-founder Alex Macris says
"It's  clear  that the  online  gaming  portion  of the  industry  continues  to
experience surging growth, especially in the area of subscription-based  games."
The age  demographic of videogame and computer game users  converges to a median
point of 29 years.  Younger  players  raised on a steady diet of fantasy  action
shooters  were raving about the whole squad  concept of working  with  teammates
online  toward a shared goal while living with the reality that one bullet kills
and getting  maimed slows a soldier  down.  The same trend is  emphasized by the
success of Half-Life and its  squad-based  add-ons,  Team  Fortress  Classic and
Counter-Strike.


OUR BUSINESS STRATEGY

We are  EMG  (EMAZING  GAMING),  a  gaming  organization  that is  working  with
prominent  marketing  services  connected to the gaming  scene.  Currently,  the
entire team consists of contract workers including management,  sales, technical
development,  press and our primary  team / players  department.  We comprise of
people who have specific gaming experience,  a pre-requisite for employment with
our company is experience in the gaming world.  Combined, our organization holds
well over 50 years of experience in management alone.

Management  is  primarily  consisted  of our  President  and CEO.  As CEO, he is
responsible  for  coordinating  and leading the entire  organization  to achieve
optimal  results and goals.  This includes  directing  contract  consultants and
measuring results. He also manages the budget to satisfy needs for traveling and
accommodations  to  PR  events  and  tournaments.   Additionally,   our  CEO  is
responsible for strategic  thinking and placement within the E-Gaming  industry,
constantly  looking  for new  opportunities.  As  such,  he is  instrumental  in
building and maintaining sponsor and partner relationships.

The sales  department  handles  contacts to other  companies  and  controls  all
marketing possibilities.  They make proper detailed statistics and documentation
on the amount of exposures that the partner in question receives.  These workers
are on contract.

The  technical   development  area  works  with  the  organizations'   technical
structure, which includes the website, design material,  marketing channels, and
technical  equipment.  Also provides  technical  solutions and services with the


                                                                               5
<PAGE>

integration of the partners'  products and the  popularity/demand  of the latest
hardware. These workers are on contract.

Team/Players:  The current team of players the backbone to the organization. The
team practices and competes in order to keep EMG ORGANIZATION as a world leading
organization.  The team is the primary  marketing  channel for  sponsors and the
organization.  The team wears  branded  clothing and as they perform and succeed
spectators  and  other  participants  are  drawn to play the same  games.  These
workers are on contract.

Press department:  Works to provide the public with the latest updates regarding
the team and e-sports through our website and other means of communication. Also
provides  detailed  coverage of the teams'  progress in tournaments and leagues.
These workers are on contract.

EMG GAMING has three major  financial  objectives  to reach its goal as the best
and highest-ranking Professional Counter-Strike team in the world:

     1.   Maintain  Equipment on the Cutting Edge - It goes without  saying that
          when competing in the  technologically  advanced arena of professional
          gaming,  you want to  remain  on the  leading  edge of the  technology
          curve.  Faster machines,  graphics cards, and other equipment can mean
          the difference between winning and losing at this level.

     2.   Ability  to  Travel  to  Tournaments  -  There  is  no  use  in  being
          professional  if one can't afford to travel to the various  events and
          tournaments  here  at  home  and  abroad.  Travel  and  accommodations
          represent a significant portion of our costs.

     3.   Ability to Train -  Professional  gamers  train for up to 12 hours per
          day,  every day to stay at the top of their game.  This does not allow
          much time for work, and often  professional  gamers are forced to drop
          out because they need financial stability to survive. A monthly living
          allowance  would not only allow us to focus on training,  but it would
          also bring greater stability to the team members.

EMazing  utilizes  their  website,  emazinggaming.com,  as the  portal  to which
e-games are accessed on the World Wide Web.  Through links on the website we are
able to better  manage our  visitors,  game  selection,  and  visitor  profiles,
effectively  providing us the ability to ultimately understand our customers and
their  playing  habits  from  which we can then  develop  more  challenging  and
exciting game content.

All games currently  provided by EMazing are third party developed.  Through the
proceeds of this offering,  we will use a portion of the proceeds to develop our
own game portfolio.  Game  development is a capital and time intensive  process,
usually  taking  18-24  months to take a game from concept form to fee based web
play.  It is our intent to be an  industry  leading  game  developer  as well as
content provider through our interactive website.

Industry and Competitors

The Industry:

The eSports industry is highly competitive. eSports is technologically based and
through the medium of the internet is readily  accessible  to most anyone with a
computer  and a credit  card.  Barriers  to entry are high due to  server  costs
(owned and/or leased),  travel expenses,  and general living expenses.  The more
successful  and  enthusiastic  eSport  competitors  are reliant on sponsors  and
partners to generate funds to undergird living, travel and equipment maintenance
costs.  Although highly  competitive,  it is also highly fragmented.  eSports is
worldwide in scope and  difficult  to assess from a  competitive  standpoint  as
games are often hot and therefore  streaky in play before  another  company puts
out a more desirable game program. Even so, server capacity,  speed and graphics
generally determine the amount of play a game will generate.

Marketing Strategy:


                                                                               6
<PAGE>

<TABLE>

We  aim  to  fit  our  partners'  needs  and  their  marketing  strategies  when
customizing a partnership  between EMG GAMING and companies.  We are always open
to new input and ideas and we put our partners' needs first.



The following is an outline of our business exposure table:
                                            --------------
<S>                                                                             <C>
--------------------------------------------------------------------------------------------------
                                              EXPOSURE OF PARTNERS
----------------------- --------------------------------------------------------------------------
       PARTNER                                                EXPOSURE
----------------------- --------------------------------------------------------------------------
HEAD PARTNERS           CLOTHING (FRONT, BACK), GAME, PC'S, WEB SHOP, HOMEPAGE, CHAT, QUIZ, MISC.
MAIN PARTNERS           CLOTHING (COLLAR, SLEEVES AND THIGHS), WEB SHOP, HOMEPAGE, CHAT, MISC.
PARTNERS                WEB SHOP, HOMEPAGE, CHAT, MISC.
----------------------- --------------------------------------------------------------------------
                                               EXPOSURE EXPLAINED
----------------------- --------------------------------------------------------------------------
CLOTHING:               CHEST, BACK, COLLAR, THIGH AND SLEEVES
PC:                     STICKERS ON THE SIDE OF PC TOWER
GAME:                   BANNER IN MESSAGE OF THE DAY IN OUR COUNTER-STRIKE SOURCE SERVER
WEB SHOP:               PRINT ON PRODUCTS (IF POSSIBLE)
HOMEPAGE:               BANNERS, SPONSOR SECTION AND FRONT PAGE
CHAT:                   JOIN MESSAGE, TEXT COMMERCIALS
QUIZ:                   PRODUCT AND COMPANY ENDORSEMENTS
MISC.:                  CS-MOVIES, WALLPAPERS, CUSTOM CS, SCREENSAVERS ETC.
----------------------- --------------------------------------------------------------------------
</TABLE>


Future Products and Services:
The Company plans to gravitate  away from leasing  servers and instead  purchase
their own servers.  This will greatly  reduce  overhead  costs  associated  with
operations.  Additionally, the company will continuously be upgrading equipment,
graphics, and technology to increase speed.

Sources and Availability of Raw Material:
We are a service  business  and do not use raw  materials.  We use  products  in
performing our service that are readily available from many sources.

Dependence on One or a Few Major Customers:
We rely heavily on sponsors and partners.  Sponsors  receive greater  visibility
whereas  partners  are  provided  advertising  and  media  coverage.  We are not
dependent on any one sponsor or partner.

Costs and Effects of Compliance with Environmental Laws:
We are not aware of nor do we anticipate  any  environmental  laws with which we
will have to comply.

Number of Employees:
We have one employee, the President.  The day to day duties are performed by the
President, contract workers and volunteers.

Operations and Technology:
We are highly dependent on technology. Our operations and customer service model
is dependent on internet  servers,  software,  computer graphics  programs,  and
memory.

Research and Development:
The company has in development  numerous products that will require the use of a
material amount of the assets of the company.  Since inception,  the company has
spent $30,600 on  company-sponsored  software  development.  Future expenditures
will be dependent on the operating income generated.


                                                                               7
<PAGE>



ITEM 2.  DESCRIPTION OF PROPERTY

The company shares an office at 101 C North Greenville,  Suite 255, Allen, Texas
75002.


ITEM  3. LEGAL PROCEEDINGS

The company is not involved in any legal proceedings.


ITEM 4.  SUBMISSION OF MATTERS TO A VOTE OF SECURITY HOLDERS

The Company did not submit any matters to a vote to the security  holders during
2006.



















                                                                               8
<PAGE>


PART II

ITEM 5.  MARKET FOR REGISTRANT'S COMMON EQUITY AND RELATED
         STOCKHOLDERS MATTERS

The Common Stock is not currently quoted on any exchange.

Shareholders

As of December 31, 2006,  there were 2 record holders of the Common Stock. As of
March 26, 2007, there were 67 record holders of the Common Stock.

Dividends

The  Company has not paid cash  dividends  on any class of common  equity  since
formation  and the  Company  does not  anticipate  paying any  dividends  on its
outstanding common stock in the foreseeable future.

Warrants

The Company has no warrants outstanding.


ITEM 6   MANAGEMENT DISCUSSIONS AND ANALYSIS OR PLAN OF OPERATION

SUMMARY OF 2006

In June of 2006, we started testing three approaches with different  hardware as
we needed to set a standard performance benchmark.  This was done with Intel and
AMD processors and the third differential was the physical memory. We found that
certain  configurations  had better  performance  and as we  injected  these new
configurations  into our customer  servers we found and created the XDEF service
(proprietary  to eMI).  This was a great break through for the company as it set
us apart from the competition.

In the latter  part of 2006,  we filed a  registration  statement  with the U.S.
Securities & Exchange  Commission in order to raise funds to expand our business
and execute our business plan. The filing became  effective on December 21, 2006
which gave us the opportunity to sell up to 1,000,000  shares of common stock at
$0.50 per share. As of March 26, 2007, we had raised $106,500 by selling 213,000
shares of common stock under that registration statement.

In October 2006, we started  researching  a better way to  maximize  our profits
while keeping the integrity of the network. EMazing had done everything it could
on the  hardware  side and now  needed  further  market  research  and  software
programming to achieve maximization.

Market research  indicated that there are tens of thousands of players in the US
and the number is growing every year. A small percentage of these players are in
leagues  from  amateur to  professional.  The larger  percentage  of the playing
community  are young  adults who do not have a lot a lot of money and  therefore
our model had to be cost effective for the average teenager budget.

The  software  solution  had to allow more users with the same XDEF service at a
better price. Thus we designed a prototype for a subscription  based game rental
service.  The model  allows a player to pay by the week,  month or even year and
provides flexibility on the time, of use, similar to a gym membership.

Over the first six months of 2007,  this will  require a  significant  amount of
programming. The implementation will begin during the second quarter and will be


                                                                               9
<PAGE>

completed  by the end of the  third  quarter.  Although  this will take time and
additional  funds, the rewards are potentially  great. Our projections show that
sales  should  triple  overnight  and provide us with a platform  for  sustained
growth.

The  process  works  like  this:  the only time the server is live and taking up
resources is when a member/customer is playing.  When he/she logs out the server
is put to sleep,  so even if we have sold 100 servers and only 20 customers  are
playing, that's only 20 processes running.

We  decided to build it  statically  but in  parallel  and  continue  to run the
current  service to maintain our customer  base.  In November,  the  programmers
started  working on the  project and we kept costs down by agreeing to share the
technology as they are primarily game builders.

In February 2007, we started running the new Service in manual mode and testing,
perfecting, configuring the new process.

Results for the Period April 11 (date of inception) to December 31, 2006

Revenues for the period ended December 31, 2006 were $11,963.

Total  operating  expenses for the period were $93,352 for 2006 generating a net
operating  loss of $81,389.  Our  largest  expenses  for the year were  Computer
(server) Expense of $24,234,  Contract Services of $19,869 and Telephone Expense
of  $16,592.  These  costs  represent  the  core of our  business  and  with the
implementation  in 2007 of our new  service we expect  savings in these areas of
about  15%.  Since  we  are  a  new  business,  we  had  many  costs  that  were
non-recurring one time costs which we estimate at $10,000.

Net loss for the period was $81,389.

ITEM 7.  FINANCIAL STATEMENTS AND SUPPLEMENTARY DATA

The financial statements of the Company, together with the independent auditors'
report  thereon of The Hall Group,  CPAs appear on pages F-1 through F-9 of this
report.






             REPORT OF INDEPENDENT REGISTERED PUBLIC ACCOUNTING FIRM


To the Board of Directors and Management of
Emazing Interactive, Inc.
Rockwall, Texas

We  have  audited  the  accompanying   consolidated  balance  sheet  of  Emazing
Interactive,   Inc.  and  subsidiary  of  December  31,  2006  and  the  related
consolidated  statements of operations,  cash flows and stockholders' equity for
the period from April 11, 2006 (date of inception)  to December 31, 2006.  These
consolidated  financial  statements  are  the  responsibility  of the  Company's
management.  Our  responsibility is to express an opinion on these  consolidated
financial statements based on our audit.

We conducted our audit of these consolidated  financial statements in accordance
with the  standards of the Public  Company  Accounting  Oversight  Board (United
States).  Those  standards  require that we plan and perform the audit to obtain
reasonable assurance about whether the financial statements are free of material
misstatement.  An audit includes examining, on a test basis, evidence supporting
the amounts and disclosures in the financial statements.  An audit also includes
assessing the  accounting  principles  used and  significant  estimates  made by
management,  as well as evaluating the overall financial statement presentation.
We believe that our audit provides a reasonable basis for our opinion.

In our opinion, the consolidated  financial statements referred to above present
fairly, in all material respects, the financial position of Emazing Interactive,
Inc. and  subsidiary as of December 31, 2006,  and the results of its operations
and its cash  flows for the  period  then ended in  conformity  with  accounting
principles generally accepted in the United States of America.

The  accompanying  financial  statements  have been  prepared  assuming that the
Company  will  continue  as a  going  concern.  As  discussed  in  Note 5 to the
financial  statements,  the Company  has  suffered  significant  losses and will
require  additional capital to develop its business until the Company either (1)
achieves a level of revenues  adequate to  generate  sufficient  cash flows from
operations; or (2) obtains additional financing necessary to support its working
capital  requirements.  These  conditions  raise  substantial  doubt  about  the
Company's ability to continue as a going concern.  Management's  plans in regard
to these matters are also  described in Note 5. The financial  statements do not
include any adjustments that might result from the outcome of this uncertainty.



/s/ The Hall Group, CPAs
------------------------
The Hall Group, CPAs
Dallas, Texas

February 10, 2007


                                                                             F-1
<PAGE>



                            EMAZING INTERACTIVE, INC.
                           Consolidated Balance Sheet
December 31, 2006


ASSETS
      Current Assets
            Cash and Cash Equivalents                                  $     71
                                                                       --------
                Total Current Assets                                         71

      Fixed Assets
            Computer Equipment                                           19,950
            Gaming Software                                              38,488
            Less: Accumulated Depreciation                              (13,882)
                                                                       --------
                Total Fixed Assets                                       44,556
                                                                       --------

                     TOTAL ASSETS                                      $ 44,627
                                                                       ========


LIABILITIES AND STOCKHOLDERS' EQUITY
      Current Liabilities
            Accounts Payable                                           $ 60,218
            Other Current Liabilities                                    23,948
                                                                       --------
                Total Liabilities (All Current)                          84,166

      Stockholders' Equity
            Common stock, $.001 par value, 50,000,000 shares
                authorized,5,350,000 shares issued and outstanding        5,350
            Additional Paid-In Capital                                   36,500
            Retained Earnings (Deficit)                                 (81,389)
                                                                       --------
                Total Stockholders' Equity (Deficit)                    (39,539)
                                                                       --------

                     TOTAL LIABILITIES AND STOCKHOLDERS' EQUITY        $ 44,627
                                                                       ========

The accompanying notes are an integral part of these financial statements.


                                                                             F-2
<PAGE>


                            EMAZING INTERACTIVE, INC.
                      Consolidated Statement of Operations
          From April 11, 2006 (Date of Inception) to December 31, 2006



REVENUES                                                      $    11,963

OPERATING EXPENSES
      Depreciation                                                 13,882
      General and Administrative:
           Accounting and Professional                              5,820
           Computer Expenses                                       24,234
           Contract Services                                       19,869
           Licenses and Fees                                        4,322
           Office Expense                                           3,241
           Telephone                                               16,592
           Travel Expense                                           5,392
                                                              -----------
           TOTAL OPERATING EXPENSES                                93,352
                                                              -----------

NET OPERATING (LOSS)                                              (81,389)

OTHER INCOME (EXPENSE)
      None                                                              0
                                                              -----------
           TOTAL OTHER INCOME (EXPENSE)                                 0
                                                              -----------

NET (LOSS) BEFORE INCOME TAXES                                    (81,389)
      Provision for Income Taxes (Expense) Benefit                      0
                                                              -----------

NET (LOSS)                                                    $   (81,389)
      Beginning Retained Earnings                                       0
                                                              -----------

ENDING RETAINED EARNINGS (DEFICIT)                            $   (81,389)
                                                              ===========


EARNINGS PER SHARE

      Weighted Average of Outstanding Shares                    5,350,000
                                                              ===========

      Income (Loss) for Common Stockholders                         (0.02)
                                                              ===========


The accompanying notes are an integral part of these financial statements.


                                                                             F-3
<PAGE>

<TABLE>

<CAPTION>

                            EMAZING INTERACTIVE, INC.
            Consolidated Statement of Changes in Stockholders' Equity
          From April 11, 2006 (Date of Inception) to December 31, 2006


                                                                                           Retained
                                            Common Stock               Paid-In             Earnings
                                       Shares          Amount          Capital            (Deficit)            Totals
                                    -------------   -------------  -----------------   -----------------   ----------------
<S>                                                                <C>                 <C>                 <C>

Beginning Stockholder's Equity                 0    $          0   $              0    $              0    $             0

Common Stock Issued For:
      Assets                           5,000,000           5,000             25,600                                 30,600
      Services                           250,000             250              1,000                                  1,250
      Cash                               100,000             100              9,900                                 10,000

Net Income (Loss)                              0               0                  0             (81,389)           (81,389)
                                    -------------   -------------  -----------------   -----------------   ----------------

Ending Stockholders' Equity
      Equity (Deficit)                 5,350,000    $      5,350   $         36,500             (81,389)   $       (39,539)
                                    =============   =============  =================   =================   ================
</TABLE>


The accompanying notes are an integral part of these financial statements.

                                                                             F-4

<PAGE>


                            EMAZING INTERACTIVE, INC.
                      CONSOLIDATED STATEMENT OF CASH FLOWS
          FROM APRIL 11, 2006 (DATE OF INCEPTION) TO DECEMBER 31, 2006


CASH FLOWS FROM OPERATING ACTIVITIES
      Net (Loss)                                                       $(81,389)
      Adjustments to reconcile net income to net cash
       provided by operating activities:
          Common Stock Issued for Services                                1,250
          Depreciation                                                   13,882
          Increase in Accounts Payable                                   60,218
          Increase in Other Current Liabilities                          23,948
                                                                       --------

              Net Cash Provided by Operating Activities                  17,909

CASH FLOWS FROM INVESTING ACTIVITIES
      Purchase of Fixed Assets                                          (27,838)
                                                                       --------

              Net Cash (Used) by Investing Activities                   (27,838)

CASH FLOWS FROM FINANCING ACTIVITIES
      Sale of Common Stock for Cash                                      10,000
                                                                       --------

              Net Cash Provided by Financing Activities                  10,000
                                                                       --------

NET INCREASE IN CASH AND CASH EQUIVALENTS                                    71

CASH AND CASH EQUIVALENTS AT BEGINNING OF YEAR                                0
                                                                       --------

CASH AND CASH EQUIVALENTS AT END OF YEAR                                     71
                                                                       ========


SUPPLEMENTAL DISCLOSURES

      Cash Paid During the Year for Interest Expense                          0
                                                                       ========

      Noncash Investing Activity
          Issues 5,000,000 shares of Common Stock for the following:
              Computer Equipment                                         15,600
              Gaming Software                                            15,000
              Services                                                    1,250
                                                                       --------

                   Total Noncash Investing Activity                      31,850
                                                                       ========



The accompanying notes are an integral part of these financial statements.


                                                                             F-5
<PAGE>


                            EMAZING INTERACTIVE, INC.
                 NOTES TO THE CONSOLIDATED FINANCIAL STATEMENTS
                                DECEMBER 31, 2006




NOTE 1 - NATURE OF ACTIVITIES AND SIGNIFICANT ACCOUNTING POLICIES
-----------------------------------------------------------------

         Nature of Activities, History and Organization:
         -----------------------------------------------

         Emazing Interactive,  Inc. (The "Company") operates as an online gaming
         facilitator  through its subsidiary Emazing Gaming, LLC. The Company is
         located in Allen,  Texas and was  incorporated  on April 11, 2006 under
         the laws of the  State of  Texas.  On  October  2,  2006,  the  Company
         converted its corporate charter to domicile in Nevada.

         Significant Accounting Policies:
         --------------------------------

         The  Company's  management  selects  accounting   principles  generally
         accepted in the United  States of America and adopts  methods for their
         application.  The  application  of accounting  principles  requires the
         estimating,  matching  and timing of revenue  and  expense.  Below is a
         summary  of  certain   significant   accounting  policies  selected  by
         management.

                  Basis of Presentation:
                  ----------------------

                  The Company  prepares its financial  statements on the accrual
                  basis of accounting.

                  Cash and Cash Equivalents:
                  --------------------------

                  All highly  liquid  investments  with  original  maturities of
                  three  months or less are  stated at cost  which  approximates
                  market value.

                  Fixed Assets:
                  -------------

                  Fixed assets are depreciated  over their useful lives of three
                  years.  Repairs  and  maintenance  is  charged  to  expense as
                  incurred.

                  Principles of Consolidation:
                  ----------------------------

                  The  financial  statements  include  the  accounts  of Emazing
                  Gaming,   LLC,  an  operating   subsidiary.   All  significant
                  intercompany transactions and balances have been eliminated.

                  Earnings (Loss) per Share:
                  --------------------------

                  Earnings  (loss) per share  (basic) is  calculated by dividing
                  the net income (loss) by the weighted average number of common
                  shares outstanding for the period covered.  As the Company has
                  no potentially  dilutive  securities,  fully diluted  earnings
                  (loss) per share is  identical  to  earnings  (loss) per share
                  (basic).




                                                                             F-6
<PAGE>


                           EMAZING INTERACTIVE, INC.
                 NOTES TO THE CONSOLIDATED FINANCIAL STATEMENTS
                                DECEMBER 31, 2006


NOTE 1 -  CONTINUED
-------------------

                  Website Software Development Costs:
                  -----------------------------------

                  The  Company  adopted  EITF  00-02,  "Accounting  for  website
                  developments  costs". In accordance with EITF 00-02, the costs
                  incurred for the (i) website  application  and  infrastructure
                  development;  (ii)  graphics  development;  and (iii)  content
                  development,  which  took the  website to a  functional  stage
                  where  it  could  receive  server  and  gaming  orders,   were
                  capitalized   and  are  being   amortized  over  three  years.
                  Maintenance  expenses  or  costs  that  do not  result  in new
                  revenue  producing  features  or  functions,  such as updating
                  information  and  products  or  maintenance  of the website or
                  promotion of the website using search engines, are expensed as
                  incurred.  Prior to this development,  Emazing had no website.
                  For the period ended December 31, 2006, $790 has been expensed
                  and $38,488 capitalized.

                  Use of Estimates:
                  -----------------

                  The  preparation  of financial  statements in conformity  with
                  generally accepted  accounting  principles requires management
                  to make estimates and assumptions that affect certain reported
                  amounts and  disclosures.  Accordingly,  actual  results could
                  differ from those estimates.


NOTE 2 - FIXED ASSETS
---------------------

         Fixed assets at December 31, 2006 are as follows:

                  Computer equipment                           $    19,950
                  Gaming software                                   38,488
                  Less: Accumulated Depreciation                   (13,882)
                                                               ------------

                           Total Fixed Assets                  $    44,556
                                                               ============

         Depreciation expense was $13,882 for the year ended December 31, 2006.






                                                                             F-7
<PAGE>



                           EMAZING INTERACTIVE, INC.
                 NOTES TO THE CONSOLIDATED FINANCIAL STATEMENTS
                                DECEMBER 31, 2006


NOTE 3 - COMMON STOCK
---------------------

         The Company is  authorized to issue  50,000,000  common shares at a par
         value of $0.001 per share.  These  shares have full voting  rights.  At
         December 31, 2006, there were 5,350,000 shares  outstanding as follows:
         Shares

                  At Inception                                5,000,000
                  April 24, 2006                                250,000
                  June 30, 2006                                 100,000
                                                              ---------

                           Total Shares Outstanding           5,350,000
                                                              =========

NOTE 4 - INCOME TAXES
---------------------

         The Company has adopted Statement of Financial Accounting Standards No.
         109, Accounting for Income Taxes (SFAS No. 109), which requires the use
         of the liability  method in the  computation  of income tax expense and
         the current and  deferred  income  taxes  payable.  Under SFAS No. 109,
         income  tax  expense  consists  of taxes  payable  for the year and the
         changes during the year in deferred  assets and  liabilities.  Deferred
         income taxes are recognized for the tax consequences in future years of
         differences  between  the tax bases and  financial  reporting  bases of
         assets and  liabilities.  Valuation  allowances  are  established  when
         necessary to reduce  deferred  tax assets to the amount  expected to be
         realized.

         Since the  realization of any deferred tax benefits is contingent  upon
         future  earnings,  no  deferred  tax asset has been  accrued  since the
         likelihood of future earnings has not been demonstrated.

         The Company had net losses for the year ended  December 31,  2006,  and
         therefore  incurred no tax  liabilities.  The net operating  losses and
         their expiration dates are as follows:

                                                               Expiration
                  Period Ended               Net (Loss)           Date
                  ------------               ----------           ----

                  December 31, 2006         ($81,389)             2026






                                                                             F-8
<PAGE>


                           EMAZING INTERACTIVE, INC.
                 NOTES TO THE CONSOLIDATED FINANCIAL STATEMENTS
                                DECEMBER 31, 2006


NOTE 5 - FINANCIAL CONDITION AND GOING CONCERN
----------------------------------------------

         Emazing has an accumulated  deficit through  December 31, 2006 totaling
         $81,389 and had negative  working  capital of $84,095.  Because of this
         accumulated loss,  Emazing will require  additional  working capital to
         develop its business  operations.  Emazing intends to raise  additional
         working capital either through  private  placements,  public  offerings
         and/or bank financing.  See subsequent  events per NOTE 6 below.  There
         are no  assurances  that  Emazing  will be able to either (1) achieve a
         level of  revenues  adequate  to  generate  sufficient  cash  flow from
         operations;  or (2) obtain additional  financing through either private
         placement,  public offerings and/or bank financing necessary to support
         Emazing's  working  capital  requirements.  To the  extent  that  funds
         generated from any private  placements,  public  offerings  and/or bank
         financing  are  insufficient,  Emazing  will  have to raise  additional
         working  capital.  No assurance can be given that additional  financing
         will be  available,  or if  available,  will be on terms  acceptable to
         Emazing.  If adequate working capital is not available  Emazing may not
         continue its operations.

         Emazing  faces many  factors  in its  ability  to  continue  as a going
         concern,  including  but not  limited to, the  promotion  of its gaming
         website,  competition from larger and better capitalized companies, and
         its ability to create  traffic to its website  and  virtual  store.  To
         date, much of Emazing's activities have been focused on advertising and
         promotion to create its identity in the  community,  and its  continued
         existence is dependent upon the gaming public  purchasing  more time on
         its gaming servers.

         Should the above concerns  materialize,  it is conceivable that Emazing
         would have to suspend or discontinue  operations.  Management  believes
         that the efforts it has made to promote its site will  continue for the
         foreseeable  future.  These  conditions raise  substantial  doubt about
         Emazing's  ability  to  continue  as a  going  concern.  The  financial
         statements   do  not   include   any   adjustments   relating   to  the
         recoverability  and  classification  of asset  carrying  amounts or the
         amount and classification of liabilities that might be necessary should
         Emazing be unable to continue as a going concern.


NOTE 6 - SUBSEQUENT EVENT
-------------------------

         The Company sold common shares in the first quarter of 2007 pursuant to
         their SB-1 filing  effective  December  2006. The amount sold as of the
         date of this report was $83,500.


NOTE 7 - RELATED PARTY TRANSACTIONS
-----------------------------------

         Amounts due related parties was $23,948 at December 31, 2006.




                                                                             F-9
<PAGE>



ITEM 8.  CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING AND
         FINANICAL DISCLOSURES

None.

ITEM 8A. CONTROLS AND PROCEDURES

(a)      Evaluation of disclosure controls and procedures
         ------------------------------------------------

         We maintain controls and procedures designed to ensure that information
         required to be  disclosed  in the reports  that we file or submit under
         the Securities Exchange Act of 1934 is recorded, processed,  summarized
         and reported  within the time periods  specified in the rules and forms
         of the Securities and Exchange Commission.  Based upon their evaluation
         of those controls and procedures performed within 90 days of the filing
         date of this  report,  our chief  executive  officer and the  principal
         financial officer concluded that our disclosure controls and procedures
         were adequate.

(b)      Changes in internal controls
         ----------------------------

         There were no significant  changes in our internal controls or in other
         factors that could  significantly  affect these controls  subsequent to
         the date of the  evaluation  of those  controls by the chief  executive
         officer and principal financial officer.


                                                                              10
<PAGE>


PART III.

ITEM 9.  DIRECTORS AND EXECUTIVE OFFICERS OF REGISTRANT

As of December 31, 2006,  the following  persons serve as directors and officers
of the Company.

G. Edward Hancock          Chief Executive Officer, President, Chief Financial
                           Officer and Director

G. Edward  Hancock,  now 18, started in eSports at age 13, being a very talented
game  player at an early age  opened  doors for him at such an early age for the
level of  competition  offered.  From the conception of the most popular game he
has been in the in the top 15% of  American  players.  Coupled  with his 10 year
computer and internet  experience  and  knowledge of Game Servers  helped him to
understand all aspects of the online gaming industry,  particularly game servers
and performance.

In 2001,  Mr.  Hancock,  in conjunction  with a few other gamers,  opened a game
server rental company in Southern California offering game servers to west coast
of United States; this was a very good learning  experience.  One of the biggest
lessons  of this  venture  is the  shelf  life  of the  computer  equipment  and
facilities  that housed them.  If the data center was not set up for online play
then the performance suffered, and this business is all about performance.

In 2003, Mr.  Hancock  helped open a LAN Game Center in Lake Forest  California;
this facility  offered game play by the hour and was a very profitable  business
in both  financially and  educationally.  This business was sold and Mr. Hancock
re-located to Dallas Texas,  the home of the biggest online gaming league in the
world,  CAL, The Cyber Athletic League and CPL , The Cyber  Professional  League
where twice a year teams and players from all over the world come to compete for
over 100,000 in money and prizes.  Mr. Hancock is now  concentrating on managing
teams as well as  competing  as  EMazing's  sponsored  teams,  (called  eMg) now
represent  over 15 teams through out the world.  Most of the teams are in the US
and Canada and are supplied game servers from the eMg XDEF network.

In late 2005,  Mr.  Hancock  started up eMg's  XDEF  network,  a high end gaming
server rental company  specializing in high  performance game servers as well as
low cost  economical  game  servers  for  beginners.  Over the next  year,  this
business has grown to one of the top US game server  rental  companies  offering
the high end consistent service game servers demand.


ITEM 10. EXECUTIVE COMPENSATION

Our executive officer received $-0- in 2006.







                                                                              11
<PAGE>


ITEM 11. SECUIRTY OWNERSHIP OF MANANGEMENT AND BENEFICIAL OWNERS


As of December 31, 2006,  the following  persons are known to the Company to own
5% or more of the Company's Voting Stock:

Title/relationship                                     Amount owned
to Issuer                     Name of Owner           before offering    Percent
--------------------------------------------------------------------------------

President, Secretary
            and Director      G. Edward Hancock       5,000,000           93.46%

Shareholder                   Oxford Guild, Ltd. *      350,000            6.54%
                                                      --------------------------

All officers, directors, and
10% shareholders as a group                           5,350,000          100.00%


* James Wilkinson is the beneficial owner of Oxford Guild, Ltd.














                                                                              12
<PAGE>



ITEM 12. CERTAIN RELATIONSHIPS AND RELATED PARTY TRANSACTION

None.


ITEM 13. EXHIBITS, FINANICAL STATEMENTS AND REPORTS ON FORM 8-K

(a) The following  documents are filed as part of this report:  Included in Part
II, Item 7 of this report:

         Independent Auditor's Report

         Consolidated Balance Sheet as of December 31, 2006

         Consolidated  Statement  of  Operations  for the period  April 11, 2006
         (date of inception) to December 31, 2006

         Consolidated Statement of Stockholders' Equity for the period April 11,
         2006 (date of inception) to December 31, 2006

         Consolidated  Statement  of Cash  Flows for the period  April 11,  2006
         (date of inception) to December 31, 2006

         Notes to the Consolidated Financial Statements

(b) The company filed the following Form 8-K's in 2006.

None.

(c)      Exhibits

31       Certification

32       Certification Pursuant to 18 U.S.C. Section 1350, as adopted pursuant
         to Section 906 of the Sarbanes-Oxley Act of 2002 - CEO and CFO



ITEM 14. PRINCIPAL ACCOUNTANT FEES AND SERVICES

(1) AUDIT FEES

The aggregate fees billed for  professional  services  rendered by our auditors,
for the audit of the registrant's annual financial  statements and review of the
financial  statements  included in the registrant's Form 10-KSB or services that
are  normally  provided by the  accountant  in  connection  with  statutory  and
regulatory filings or engagements for fiscal year 2006 was $3,860.

(2) AUDIT-RELATED FEES

$3,860

(3) TAX FEES

NONE



                                                                              13
<PAGE>


(4) ALL OTHER FEES

NONE

(5) AUDIT COMMITTEE POLICIES AND PROCEDURES

The Company does not have an audit committee.

(6) If greater than 50 percent, disclose the percentage of hours expended on the
principal accountant's engagement to audit the registrant's financial statements
for the most  recent  fiscal  year that were  attributed  to work  performed  by
persons other than the principal accountant's full-time, permanent employees.

Not applicable.




















                                                                              14
<PAGE>




                                   SIGNATURES

Pursuant  to the  requirements  of the  Securities  Exchange  Act of  1934,  the
Registrant has duly caused this Annual Report on Form 10-KSB to be signed on its
behalf by the undersigned hereunto duly authorized.


EMAZING INTERACTIVE, INC.

By:      /s/ G. Edward Hancock
         ---------------------
         G. Edward Hancock
         Chief Executive Officer AND Chief Financial Officer

Dated: April 10, 2007