Playtest & Rooms

Playtest

Playtest gives your decks a table. Nothing is enforced, and that's the point: every card ever printed works, because the rules stay in your head instead of in code. The board moves cards, tracks numbers, and tells you when something looks off.

Both modes start from Play in the sidebar.

Solo

Pick a deck and go. Pick several of your own and you pilot every side, which is how you test a matchup where you own both halves. The table turns to face whoever is acting, so the player to move is always at the bottom.

Play with Friends

Open a room and you get a six character code. Share it. Whoever joins takes an open seat, picks their own deck, and gets their opening hand dealt on the spot. Up to four seats.

Everyone sees the same board. Hands and libraries stay private: your cards never leave your browser in a readable form, and the board the server stores has every hand stripped out of it. Drawing tells the table that a card moved, not which card.

Only the player whose turn it is can move the turn along, so nobody walks your turn into combat while you're still thinking. When the host ends a room it closes for everyone and the code goes back into circulation.

Moving Cards

Drag a card anywhere, including onto another player's side

Double click does the obvious thing for where the card is: play from hand, tap on the battlefield, draw from the library

Right click or long press opens the card menu

Right click bare felt opens board effects

Click bare felt clears your selection

Select several cards first and the action applies to all of them.

The Card Menu

Everything the board can represent is here: tap, counters of any name, power and toughness, attach, annotate, face down with a mechanic, copies, reveal, control. There's a filter box at the top, so typing "stun" beats reading the list.

Keywords opens all 885 keywords Magic has printed, searchable, with an explanation on hover. Granted keywords show as a chip on the card and are tracked separately from printed ones, because only one of the two goes away when the enchantment does.

Tokens

Create a token searches real printed tokens by name, so a Soldier arrives with its own art and stats. Presets cover the usual suspects. The custom fields cover anything never printed.

Board Effects

Right click bare felt for anthems and lords: "creatures you control get +1/+1", "all creatures have flying". Scope it to your seat or the whole table. It reaches creatures that arrive later, which is the part everyone forgets when they edit cards one at a time.

The Turn Helper

The panel in the bottom right walks the turn. It says what happens now, offers to do the mechanical part (untap all, draw, clear damage, empty mana), and highlights cards whose text mentions the current step.

If nothing on the board cares about the draw step, it collapses to a single Draw a card button that draws and moves on. No sense pressing draw and then next when there's nothing in between.

What the Board Notices

Nothing is blocked. The board tells you what it sees, and any warning can be waved away for the turn:

Creatures that entered this turn, summoning sick unless they have haste

Lethal damage, zero toughness, dead planeswalkers and battles

The legend rule

A second land this turn

Hand size at the end step

An empty library

Zero life, ten poison, 21 commander damage

Floating mana

Face down cards with no mechanic recorded

Some carry a one click fix: clear damage at cleanup, bury the dead, remove tokens that left the battlefield, empty your pool.

A second kind shows in red and can't be dismissed. Those mean the board contradicts itself, like a card in two zones. That's a bug, not a rules question.

Cards That Show Their Work

The commonest keywords are visible from across the table. Fliers hover. Tramplers bounce. Vigilance glows. Haste throws off speed lines. Menace takes up more room and watches you. Everything else gets an icon down the card's edge, or its initial if it doesn't have one.

Cards that say they enter tapped, do. Only the unconditional ones: anything with an "unless" depends on the board, so that's left to you.

Rooms lie sideways the way they're printed, with a pip per door showing which are unlocked.

Sound

Cards landing, draws, shuffles, taps, life changes, the turn passing. In a room you hear other players act, which is the only cue that something happened while you were looking elsewhere. Mute it from the toolbar and it stays muted.

Saving

Solo games live in your browser. Clear your site data and they're gone. Room games live on the server, so you can reload, or pick up on another device, and the board is where you left it.