Folio
III
· Issue XXX
· Entry I
v3.30.0
·
26 May 2026
·
published
Chronicle of Changes.
Added5 entries
- Goldfish playtester — a single-player draws-and-curve test for any of your decks. Open it from each deck's detail page via the 'Goldfish this deck' button. Six zones on screen at once (Library, Hand, Battlefield split into Lands + Permanents, Graveyard, Exile, Command), card art from your collection, a hover/focus preview pane, life total, turn counter, and an opening-hand readout that surfaces card count, land count, and average spell mana value.
- Controls: New game, New turn (untap-all + draw), Draw, Untap all, Mulligan (London), Shuffle library, Mill N, Look at top N, life ±1 / ±5 nudges. Click semantics by zone: left-click a battlefield card to tap or untap it directly; left-click a card anywhere else opens its context menu; the context menu also opens on right-click and on a touch long-press, and every card carries a small kebab in the corner so touch users can find the menu.
- Drag-and-drop onto any zone — and the room is honest about card type. Drop a land anywhere on the battlefield and it joins the Lands row; drop a non-land anywhere on the battlefield and it joins Permanents. Click-to-play and drag-to-play follow the same rule; there is no way for the two to disagree.
- Mana pool — a small floating widget at the bottom of the page with one pip per color (W, U, B, R, G, C) plus colorless, manual + / − steppers on each pip, and a Clear control. Tapping a land prompts for the color it taps for, and that color is added to the pool. Untapping never subtracts. The pool clears on New Turn and on New Game. (A fully-automated pool that knows what each land taps for is a separate later release; it needs new card data the app does not currently store.)
- Browse — every pile zone (Library, Graveyard, Exile, Command) opens its full contents in a modal browser. Cards in the browser respond to both click (opens the menu, browser stays open) and drag (drag the card straight out onto the table — the browser closes so the drop targets underneath are reachable). Library browse is the tutor path: cards are shown sorted by mana value, not in draw order, so the browser cannot be used to read the deck top, and closing it reshuffles the library. Look-at-top-N stays a separate action and preserves draw order, scry/surveil-style.
Refined3 entries
- InventoryRow stays the source of truth. The playtester is strictly read-only against your collection — nothing it does writes back. The page queries your deck through the existing decks-as-storage-locations chain (Deck → StorageLocation → InventoryRow), expands quantities into per-instance cards with stable ids, and runs the entire zone state in your browser. Reload starts fresh; that is the point.
- Commanders land in the Command zone at New game time. Anything tagged with the commander role in your deck shows up in the Command zone; everything else shuffles into the library.
- Card art comes from your local Cartarch cache — no live Scryfall calls on the playtester page. Cards with no cached art render as a clean text card face (name, mana cost, type line, truncated oracle text) rather than a broken image.
Resolved1 entry
- Closes the long-running user-requested retention/migration blocker — the requesting user kept the majority of their decks on Moxfield specifically because of its playtester. Iteration 1 ships the prototype's full scope plus the mana pool. Out of scope and deferred for later: persistent sessions, multiplayer / shared goldfishing, rules enforcement, token / double-faced / split-card special handling, fully-automated mana pool (knows what each land taps for), +1/+1 counters on cards, and other Moxfield-parity items pending tester input on what the workflow actually needs.
Notes from the Archivist
The Goldfish room finally opens. A quiet table for one — no opponent, no rules engine, no obligation to remember anything between visits. Open a deck, shuffle, draw seven, mulligan until the hand feels right, walk through a few turns, see how the deck draws. Tap a land, tell the room which color it makes; the pool keeps the count for you. The point is to feel how a deck plays, not to test whether it can win; the simulation is deliberately loose. Nothing is recorded; reload starts fresh.