Patch notes
What’s new
at the table.
Short notes for each release. Card coverage grows continuously — the engine only ever claims a card when every clause of its text is modeled, so “more cards” always means “more cards played correctly.”
0.24.0 current
- Browsing the starter decks got dramatically faster. Opening a deck used to fire about a hundred separate card lookups; it now makes two. Slow connections feel the difference most.
- You can pull a deck out of a game you just played. The first piece of the share loop is live, so a deck you saw at the table is yours to keep.
- Common rules arguments have their own pages now. Five of the disputes that come up most often are written up plainly and linkable, so you can settle it and get back to the game.
- The choice prompt stopped flickering. Prompts hold still while you read them, keep naming what caused them, and your answer survives an interruption instead of resetting.
- Large text works when you join someone else’s table. Three screens on the guest side ignored your text-size setting: a title that stopped short of the size you asked for, avatar initials that never scaled at all, and a card that overflowed its box at the largest setting.
- You can’t act during the untap step any more. The rules say nobody gets priority while permanents untap, and the game was prompting anyway. Turn structure is now lawful — which did change how some simulated games play out.
- Ability timing got stricter. When one effect switches a creature’s abilities off and another switches one back on, the order they happened in now decides the result — and spells that ask the whole table to chip in mana credit exactly who paid what.
- +58 more cards fully simulated, including a family that puts cards third from the top of your library and a family that asks the whole table to chip in mana.
- Bug fixes and stability improvements.
0.23.0
- The host lobby now fits your screen. Buttons no longer clip mid-word (“Selec” is “Select” again), the lobby uses the whole window on desktop instead of squeezing into one narrow column, and enlarged text settings now show fewer details honestly instead of shrinking words below the size you asked for.
- The deck browser got a phone redesign. Decks come first: the filters tuck behind a single button that shows how many are active, browsing is one smooth scroll, and opening a deck gives it a full page of its own — with working Back, and links you can bookmark or share.
- Every card in the five starter decks is fully simulated. And the browser’s coverage numbers are now live and accurate for all 166 preconstructed decks — they had fallen behind what the engine can actually do, so several decks were showing less than they truly have.
- Dead links get honest pages. A bookmarked deck that no longer exists now says so plainly and offers a way back, instead of showing a technical error with a retry that couldn’t work.
- Updates arrive cleanly. After an update, deck numbers and pages refresh along with the app instead of an old copy lingering for a few hours.
- Bug fixes and stability improvements.
0.22.0
- Everyone needs to update before you start a table. Table play got a version bump, so a device on the old build is turned away at the door with a clear message instead of joining and breaking partway through a game. Update before the table starts — refreshing mid-game will cost you your seat.
- Decks stopped failing to load. Card lookups now retry properly when the network hiccups. Before, a single blip could fail a whole deck page, and a timed-out request kept running in the background and slowed everything after it.
- Phone photos work as backgrounds again. Large photos straight from a camera roll now convert correctly, and if something does go wrong the message tells you whether the file was unreadable or simply too large for your browser.
- Card art stays put between visits. Art you’ve already seen is kept in browser storage instead of re-downloading every time you open the app — a real difference on phones. Bounded to a modest slice of your free space, refreshed monthly.
- Cards show their text immediately. Name, cost, type and rules text appear straight away with art filling in behind, instead of a blank tile with a clipped name.
- Stuck on an old version? There’s a button for that. Settings → Diagnostics can reload the app fresh — it clears the cached app code and reloads, and leaves your decks, settings, and saved card art alone.
- Errors now carry a code, and you can send us the logs. Every honest failure shows a short support code. Settings has a one-tap connection check and an Export diagnostics action that saves or shares a plain-text summary — it stays on your device, nothing is sent automatically.
- +28 more cards fully simulated, plus rules fixes to shielded damage, life gained from prevented damage, forced attacks, graveyard casting, and how the bot pays for spells that cost more when they target.
- Bug fixes and stability improvements.
0.21.0
- Adding a starter deck can’t silently fail anymore. Imports survive navigating away mid-import, and every failure — card data, storage, or network — says what went wrong instead of vanishing.
- “Any target” now really means any target. Damage that can hit anything finally offers planeswalkers too, with loyalty handled properly.
- Graveyard-targeting spells are human-playable online. Spells that pick cards from graveyards — including two-card picks — can be drafted and cast by people at the table over LAN and internet play, not just by bots.
- Equipment that grants hexproof no longer shields itself by mistake. Removal pointed at the equipment works again.
- Stealing a creature doesn’t steal its stash. Cards exiled under a permanent’s “play them later” promise stay with the player who exiled them if the permanent changes control.
- 220 more cards fully simulated — impulse-style exile play, counter-scoped mana, granted activated abilities, excess-damage rewards, and second-main-phase triggers among them.
- Duplicate-target submissions over the network are now refused, and target legality checks fail closed.
- Bug fixes and stability improvements.
0.20.0
- Watch replays on the real battlefield. A new toggle on the replay screen switches between the summary panels and the actual game board — the same view you play on, read-only, following whoever's turn it is, with a pin to watch from any seat's perspective.
- Picking a deck looks like your decks now. Every way into a game — bot matches, joining a table, hosting, the sandbox — shows your decks as visual cards with commander art, colors, and an honest "how much is simulated" meter. Tap to choose, confirm to lock it in, or jump straight into the editor and come back.
- Swiping back behaves on iPhone. The installed app no longer flashes or lands on the wrong screen when you swipe back around the deck screens.
- Hovering a card in the deck catalog no longer blows the preview up past the edge of the screen, and long deck lists fade at the fold instead of slicing a card's name in half.
- 15 more starter-deck cards fully simulated — and effects that give a creature back to its owner, or steal one permanently, now genuinely stick instead of silently undoing themselves.
- Bug fixes and stability improvements.
0.19.0
- You choose your trigger order. When several of your abilities trigger at the same time, a clear prefilled list lets you reorder them and confirm — and the ordering follows the official rules exactly, so later players always see earlier players' targets before choosing.
- X spells ask properly. Casting a spell with X in its cost now opens a picker that knows the true maximum your mana allows — including costs with a double X and "spells cost less" effects on the table. Two long-standing cost bugs died on the way: double-X spells were charging X only once, and cost reductions couldn't see your announced X at all.
- Replays read like a game. The play-by-play now speaks in sentences — "Opening hands dealt", "You pass ×3", "Rival plays Forest", "Your life: 8 → −2" — with player names everywhere the old view showed seat numbers, and repeated actions collapsed so the story stays readable.
- Browse precons by set. The deck library now groups preconstructed decks by the set they shipped in, newest releases first — with a set filter beside the year filter, and set names drawn straight from licensed deck data.
- Downloading card data for a deck now shows honest progress instead of a silent wait, and the color filters pair real colors with their letters.
- Bug fixes and stability improvements.
0.18.0
- Combat disputes speak your language. The dispute tool now opens with real table questions ("Their first striker blocked my 3/3 — why did mine die first?"), builds the board from plain sentences, and answers outcome-first — with every ruling explained in our own words and one link to the official rules for the table's rules lawyer.
- The precon library. 166 preconstructed decks — including the five built-in starter decks — with an honest "how much of this deck is fully simulated" meter on every one, search and filters, and tap-to-preview for any card in any list.
- Grab a deck from the home screen. A new banner shows how many decks are ready to play, sized right on every device from phones to foldables to desktop.
- Convoke-style casting choices now extend to delve and improvise — pick exactly which cards or artifacts help pay.
- Live-match replays now record every action faithfully, including cancelled and interrupted ones.
- +95 more cards fully simulated.
- Bug fixes and stability improvements.
0.17.1
- Room hosting is sturdier. Removing a guest from the lobby and then starting the game no longer risks a crash or misplaced cards, a refused removal now says so instead of silently doing nothing, and a removed guest sees a clear explanation.
- Your customizations stay editable. Background photos saved by earlier versions no longer block appearance changes, and a full browser storage situation now cleans up after itself instead of quietly filling further.
- Player names with emoji display correctly at every seat, convoke-style casting now lets you choose which creatures help pay, and the payment is confirmed before anything is cast.
- +1 more card fully simulated — including a reported game where an on-hit reward trigger never fired.
- Bug fixes and stability improvements.
0.17.0
- Make the whole table yours. App & menus and the live battlefield can now use different local backgrounds, colors, or photos, each with its own crop, color overlay, opacity, panel color, and accent.
- Settings is easier to browse. Phone settings open from a category index; wide screens keep the categories beside the selected page, with a live Appearance preview on both.
- Desktop Home and Combat dispute now keep their actions with the work in one centered composition instead of splitting controls across large empty bands.
- Bug fixes and stability improvements.
0.16.1
- Reload really updates. Installed browser apps now retire the old cached app shell before loading the newest version, including Windows installations that were stuck several releases behind.
- Bug fixes and stability improvements.
0.16.0
- Starter decks are a library now. Browse and search ready-to-play lists on their own full screen, see the commander and complete decklist before saving anything, then add the one you want to your local decks.
- Back means back. Leaving a mechanic lesson now returns through Learn and Sandbox normally instead of bouncing between the same two screens.
- Hosts can free a seat. Remove a connected guest or release a disconnected seat the room was holding; that device cannot immediately reclaim it by reconnecting.
- Desktop Play uses the height more deliberately: the compact Host and Join panels sit beneath the header while the utility dock anchors the lower frame.
- Rail-based screens now keep their complete outer borders inside the device frame and show when more content is available below. Sparse combat-dispute panels stop after their real controls instead of stretching into empty slabs.
- Long decklists paste cleanly on portrait phones: the full text and Import action stay reachable above the keyboard.
- Bug fixes and stability improvements.
0.15.1
- Use the whole photo. Background photos can now start at their original size. Pay the 2 makes a device-sized local copy, and you can drag the crop until the part you want is framed just right.
- The Play menu fits the screen. Desktop and tablet layouts now use compact, balanced Host and Join panels; foldable screens get their own arrangement; and portrait phones keep the same console look in a space-efficient horizontal form.
- Combat explanations now call out vigilance as its own step, including why the attacking creature stays untapped.
- Deck-import guidance, board-choice instructions, and public reveal messages now wrap in full instead of hiding their last words behind an ellipsis.
- Bug fixes and stability improvements.
0.15.0
- Make it yours. Settings now offers background personalization for the menu screens — a few ambient presets, any custom color, or your own photo — with text readability guaranteed no matter what you pick. The game board stays the game board.
- Drag everything. Your commander drags from the command zone to the battlefield just like a hand card (commander tax handled). And every card lifts now, even ones you can't play yet — let go and it glides home with a note saying it can't be played right now. Exploring never changes the game.
- Guests see the real table. Joining someone's game now shows the same seat strips, mana display, and game-over screen the host sees — and every control on a guest's screen either works or honestly isn't a button.
- Step-by-step explanations you can actually read. Dispute and lesson playback now defaults to a slow auto-play with ¼, ½, 1×, and 2× speeds — your pick is remembered.
- First-strike and double-strike explanations now show simultaneous damage as one moment, exactly as the rules resolve it — and where a player has a choice (like splitting damage), the result says so.
- On tall screens the Host panel carries a quick hosting guide, and the home shortcuts no longer cut off their labels.
- More cards fully modeled, including new restriction and protection machinery under the hood.
0.14.1
- Deck tiles everywhere. The host/join room's deck strip now shows the same visual tiles as your library and the game-entry picker — commander art, colors, legality. The room's flow is unchanged on purpose: tapping a deck is a preview you can un-tap, and only “Ready up” commits.
- The dispute screen tells you what it is. It's now titled “Combat dispute” with its scope stated plainly — and it gained five one-tap presets for the classic table arguments (trample + deathtouch, first-strike ordering, double blocks, indestructible vs deathtouch, lifelink timing). Each preset is a real share-link under the hood, so what you load is exactly what a friend's link would open.
- Where the rules give a player a choice — like how an attacker splits damage over two blockers — the result now says so and shows the legal alternative, instead of presenting one option as the only answer.
0.14.0
- The game gets the screen. The board was redesigned around one measured goal: maximum space for the actual table. On phones the play surface grew from roughly a third of the screen to about half — a tighter opponent strip, slimmer side rails, a merged phase band, and the artwork now paints into the notch margins while touch controls deliberately stay clear of them.
- Foldables and tablets keep coherent layouts; desktop loses nothing.
- Every reclaimed pixel is accounted for in a per-device audit that runs with the tests, so future changes can't quietly give the space back.
0.13.5
- One swipe, one animation. Swiping back on an iPhone used to play the system's slide and then the app's own slide — in the wrong direction. Now, when the system animates your swipe, the app simply arrives; when you use an in-app Back button, the app plays a single proper backwards slide. Applies everywhere, including backing out of the deck editor.
- A screen you arrived at by swiping now behaves like any other screen afterwards — background motion and later transitions all work normally.
- Fast back-and-forward flicking through screens with the same address no longer confuses the navigation bookkeeping.
0.13.4
- Picking a deck looks like your deck library now. Choosing a deck for a game — bot matches and multiplayer lobbies alike — opens the same visual tiles as the Decks screen: commander art, colors, and the legality badge, instead of a plain list of names. The sheet tells you which seat you're filling, and every deck offers Select or Edit — edit drops you into the editor and brings you back to the picker, refreshed.
- Text-only mode carries through: the picker shows the same art-free tiles as the library and fetches no images.
- The picker's buttons pass the full touch-target size check even on small landscape screens — small to look at, full-size to tap.
0.13.3
- Swiping back now goes where your thumb thinks it goes. On phones (especially the installed app), the edge-swipe used to re-walk every screen you'd ever visited — sometimes flashing to somewhere unexpected. Back now always goes up a level: deck editor to deck list to home. Game-setup screens hand themselves off when the game starts, so a swipe from the board goes home, not to a stale setup screen.
- Unsaved deck edits survive a swipe. Swiping back on an editor with unsaved changes used to silently drop them; now it asks first, and “Keep editing” puts you right back where you were. Rapid double-swipes, back-then-forward flicks, and swiping mid-save are all handled — one question, one answer.
- The home screen breathes. The launchpad now floats with the margin the original design intended instead of pressing against the screen edges — matched to the mockup's exact proportions on phone, tablet, and desktop.
- Two rare crashes on the “page not found” screen were found and fixed along the way.
0.13.2
- The home screen earns its edges. The Host and Join panels now anchor their copy properly and carry their buttons in-panel — and on taller screens the Join panel holds the room-code field itself, so you can type a code and join without leaving home. Whether the field appears is measured against the real text at your window size, never guessed.
- Square-ish tablets and foldables sit at the grown-up table. Unfolded foldables (like the Galaxy Z Fold) now get the tablet layout in both orientations, at every display-zoom setting.
- Abandoned decks no longer haunt your library. Starting a new deck and backing out used to leave an empty “New deck” behind; now nothing is saved until you save. Double-tapping Save can't duplicate a deck, and a half-typed name always gets a “discard?” prompt before it's lost.
- Drag a card onto the commander slot while editing a deck to make it your commander.
- Typing a room code that hits a closed room now says “double-check the code with the host” instead of a generic “room unavailable.”
- On phones held sideways, the top bar no longer spends a full band of height on a lone settings gear — the home screen uses the whole frame.
- More cards fully modeled, and a sweep of internal rules-reference corrections.
0.13.1
- Dispute links are now tiny. Sharing a dispute used to make a 300+ character URL; the same board now fits in roughly 20–120 characters — easy to paste anywhere. Every previously shared link keeps working.
- Dispute links that reference real cards now explain the current limitation plainly instead of showing an internal error.
0.13.0
- The new look is here. Every screen outside the game board wears the Edge Console design: the two-handed launchpad on home, rail navigation, and a consistent type and color system throughout. Landscape puts the big actions at your thumbs; portrait keeps the layouts you know.
- Every seat has a color. The four seats each own a hue — on seat borders, setup cards, and combat arrows, so “who is attacking whom” reads at a glance. The palette was picked for colorblind-safe separation: every pair of seats stays distinct under all three kinds of color vision deficiency, and even in greyscale.
- Gold now means one thing: “look here.” Things you can act on — castable cards, eligible blockers, drop targets — show a clean ring and lift instead of borrowing the accent color for an eighth job.
- The bot-setup screen shows the table as a ring of seats, tells you exactly why Start is disabled (including “download card data first” vs “still loading”), and never claims a seat position the real board won't honor.
- The deck library got a full redesign — folder rail, responsive deck grid with art, and the empty-library screen no longer hides its “Try a starter deck” button off-screen on phones held sideways.
- Dispute mode narrates the whole declaration — every blocker of every attacker — and shows each creature's effective power and toughness.
- Larger text sizes are respected across the redesigned screens.
- Bug fixes.
0.12.0
- Paste an Archidekt link, get the deck. The import box now recognizes a public Archidekt deck URL and fetches the list for you — commanders (partners too) detected automatically, with a review step before anything saves. Works on every platform, including the web app.
- Counter-doubling and counter-adjusting cards now work exactly — Doubling Season, Hardened Scales, Branching Evolution, Corpsejack Menace and friends — including entering counters, planeswalker loyalty, Saga chapters, and poison, with the right player choosing the order when several apply.
- Decks led by a commander with “Choose a Background” no longer get flagged as illegal — and partner pairings are validated properly across every partner style.
- Goaded creatures now follow the attack rules exactly when planeswalkers are on the table, and the board only ever offers attacks the rules will accept.
- Bug fixes.
0.11.0
- Point each attacker wherever you want. In multiplayer combat every attacker now picks its own defender — swing one creature at each opponent, aim another at a planeswalker — instead of one target for the whole attack. Goad and attack taxes are enforced per-attacker too.
- Costs that tap your own creatures now let you choose which ones — no more “it grabbed the wrong creature.” Auto-payment also got smarter about never spending a creature when a plain land can pay.
- Hand abilities — cycling and friends — now work from joined devices too, not just the host seat.
- Council and vote-style cards now resolve their choices in proper turn order around the table.
- Saved replays are far more durable: they survive card-library updates, and much more of a saved game plays back exactly as it happened.
- Tap the version number in Settings to open these notes.
- More cards modeled — including a wave of Food and partner-commander cards.
- Bug fixes.
0.10.0
- Fixed silent cast failures on live boards. Paying with treasure-type tokens (or anything that triggers a rules check mid-payment) could silently refuse your cast — the game just ignored the tap. Found from a player replay; gone now.
- Abilities on cards in your hand — cycling and friends — now work, with the ability named on its button. Casting from your graveyard works straight from the graveyard browser.
- Decks with two partner commanders now display and validate both, everywhere — and the partner pairing rules are enforced properly.
- Sharper card art on the board and in your hand by default.
- The lingering “?” card bug is closed from every direction — token stats and art now exist everywhere, including for computer players.
- Reconnecting mid-choice no longer strands you on a stale prompt.
- The card library grew to 34,887 cards with the newest sets.
- Bug fixes.
0.9.1
- Face-down cards keep their secrets. A face-down spell or creature now shows as face-down everywhere — the stack, targeting, animations, logs — for everyone except its controller, who now correctly sees their own card.
- Reconnect messages no longer vanish mid-wait, and a rejected choice keeps its explanation on screen.
- Computer players can now use once-per-turn mana abilities, spells that make X tokens, and variable-cost effects across many more cards.
- Coverage counting made stricter behind the scenes — the engine now reports its card support more honestly.
- Bug fixes.
0.9.0
- Fixed the “?” card bug. In multiplayer games a card could permanently display as “?” for one player if a network hiccup dropped its data — boards now detect and self-heal any missing card automatically.
- Revealed cards now show their full art for every player, not just a name.
- Choosing a target now only ever offers legal choices — no more picks that get refused after your mana is already tapped, and counterspells can be aimed properly from the chooser.
- Team-wide bonuses that scale with a count (per creature, per attachment, per commander cast) now compute live on every board.
- Once-each-turn equipment abilities supported.
- Bug fixes. Everyone at a table needs this version — players on an older build should refresh to update before joining.
0.8.9
- Revealed cards are now visible to everyone. When a player reveals a card — a land to enter untapped, a forced reveal — every seat sees a reveal banner and a game-log line, on host and joined devices alike.
- Equipment that can attach itself as a creature (reconfigure) now works fully — attach, unattach, and the not-a-creature-while-attached rule.
- Pay-or-lose counterspells with variable costs now charge the right amount.
- Computer players now correctly use lands and creatures that add mana for each of something — and can finally cast the big spells they enable.
- Fixed a layout issue where phone boards could draw a notification banner over the turn ribbon.
- Bug fixes.
0.8.8
- Take back a mis-tap. As long as opponents haven’t seen anything and the game hasn’t moved, you can cancel out of prompts mid-decision — reveal-land questions, optional costs, sacrifice picks — and the play never happened.
- Planeswalker abilities show their actual text in the picker instead of numbered options.
- The next spell on the stack displays at full card size on desktop — readable without hovering.
- Name your seats in pass-and-play (deck names by default, your display name on seat 0).
- Fixed: equipment can no longer be attached to an opponent’s creature.
- Bug fixes — including saved replays now capturing every live play.
0.8.7
- Fixed a rare bug where a game could incorrectly end in a draw (or skip ahead as if a loop had happened) when no actual loop existed. Long games are now verified structurally before any loop ruling.
- Stability improvements to the engine’s self-checking machinery.
0.8.6
- Set your display name in Settings — your seat shows you, not your deck. Bots keep deck names.
- Hand-count labels on every seat, bigger stack cards on desktop, and card previews that expand right where you’re hovering — loading sharper art by default.
- The rules-dispute battlefield now shows damage numbers as they land.
- Fixed: abilities that make you pick a target on a trigger (sacrifice-then-damage styles) now actually ask you.
- Fixed a family of lands producing the wrong amount or colors of mana; more cards fully simulated; the layout-density setting is gone — the board scales to your window automatically.
0.8.5
- +125 more cards fully simulated — including goad triggers, typed devour, kicker land-tutors, “can’t attack you” auras, artifacts that animate into creatures, and triggers gated on what you don’t control.
- Attack triggers that target a defending player’s creature now use real targeting — hexproof and protection are respected.
- Bug fixes and stability improvements.
0.8.4
- Save a replay of a live game at any point from the menu — not just at game over.
- When an action isn’t allowed, the game now tells you why and names the card involved.
- Lands that reveal a card as they enter now offer the real choice.
- Fixed two ways the AI opponent could get stuck “thinking” forever.
- Landscape layout fixes across nine screens; expanded card coverage; bug fixes.
0.8.3
- Fixed touch input being offset after rotating the device in the installed (home-screen) app.
0.8.0
- The four-player table — play a full four-seat game against three bots in the browser, with four-seat mulligans, game-over handling, and replays.
Releases before 0.8.0 predate these notes.