Cards
- Hand: click = play (lands & permanents to the battlefield, spells to the stack).
- Battlefield: click = tap/untap. Right-click / long-press = full menu (counters, attach, notes, zones, tokens).
- Drag a card onto the battlefield, graveyard, exile, library or command zone.
- Stack: click a card = resolve it (permanents → battlefield, instants/sorceries → graveyard, flashback / jump-start / rebound → exile). ⤓ Resolve all resolves the whole stack top-down after a preview where you can change any destination (or mark a spell countered).
- Graveyard / exile: click a pile (yours in the panel, each opponent's under their battlefield) to open it, then click a card for its options — back to hand, onto the battlefield, cast it (to the stack), library… Right-click a pile = menu for its top card.
- Hover any button for a hint of what it does.
- ✨ Token lists what the decks at this table create (Scryfall art) plus common tokens; ✎ Custom for anything else. A token sent to the graveyard or exile stays visible there until the next turn starts, then ceases to exist — drag it back if it was a misclick.
Turn
- Start: who goes first is a d20 roll shown in the log (seating shuffled) unless the host picked someone. Then everyone keeps or mulligans — the table opens once all hands are kept.
- Space / E end turn — the next player auto-untaps and draws. No phases to click through: talk it out.
- A marks attackers (optional): click your creatures (vigilance stays untapped). With 3+ players, click an opponent's name first to pick the target.
- Drop a card onto a creature to attach it. Auras go to the graveyard with the creature; equipment stays on the table.
- R or 📖 Rules in the tools: a quick glossary of keywords (mill, vigilance, first strike, trample…). Zoom a card to see its keywords as 📖 chips.
- Defender: right-click your creature → Block → choose an attacker.
- Arrows: red = attacker → the player it hits, blue dashed = blocker → the attacker it blocks.
- ⚔ Resolve combat (attacking player) opens a dialog with every attacker, its blockers and the default damage split: lethal to each blocker in order, the rest on the last one or on the player with trample; first strike is dealt first; deathtouch, lifelink, infect, wither and toxic are applied. Edit the numbers if a pump changed things, confirm — damage 💥 is marked on cards, creatures with lethal damage (tokens too) go to the graveyard, unblocked damage hits life / poison / commander damage.
- Abilities and P/T from equipment and auras attached to a creature count automatically (first strike, lifelink, +2/+2…). For anthems, lords and pump spells use right-click → ⚑ Granted abilities (blue chips on the card) or a counter such as +2/+2 or +1/+0; the card's P/T and the combat helper use all of it. If the helper would get something wrong, ✋ By hand (next to ⚔ Resolve combat, also inside the dialog) clears attackers and blockers without dealing any damage and leaves the rest to you.
- Burn and fight: right-click a creature → 💥 Damage… marks damage (lethal = dies). Marked damage wears off when the turn ends.
- Library right-click → Manifest puts your top card onto the battlefield face down as a 2/2 (morph / manifest / disguise); the table treats face-down creatures as 2/2s in combat.
Players & log
- + counter in your panel puts rad ☢, experience ✦, energy ⚡, poison ☠ or any custom counter on a player (yourself or an opponent). Click a chip to change it.
- Radiation is resolved by the server at the start of your turn: it mills your rad count, deducts life and rad for nonland cards and names them in the log — nothing to trust.
- The Log tab records every action as the server saw it (turn number, who, what). Hidden cards show as "a card".
- 💾 Save in your tools: the game already lives on the server — this marks you ⏸ away and leaves. Resume from ⚔ Play → Your tables or your seat link, on any device.
Keys
D draw · U untap all · L chat/log · +/- life · Esc close