Reduce repeated work in large card searches
Large catalog searches skip unnecessary source parsing and check only the card roles a selection step needs. Deck choices and their supporting evidence remain unchanged.
ManaCurve beta
A plain-language log of the player-facing changes going into ManaCurve. This is the stuff you might actually notice while building decks, reading reports, or importing a collection.
Large catalog searches skip unnecessary source parsing and check only the card roles a selection step needs. Deck choices and their supporting evidence remain unchanged.
Combat triggers that only investigate no longer count as finishing plans. Their Clues and separate abilities remain available to the deck, while independent pressure and compound effects keep their own analysis.
A high mana cost no longer turns an artifact or enchantment wipe into a finishing plan on its own. These cards retain their removal and other useful abilities, while separate damage, life loss and combat conversion still contribute their own finishing evidence.
The generator avoids repeating unnecessary finishing-route checks while searching large card pools. Card evidence and deck choices stay the same, with less work spent parsing abilities that cannot provide those routes.
The generator avoids automatically pairing unconditional counter prevention with abilities that need -1/-1 counters on your own creatures. Opponent-only routes and independent abilities remain available. Cards you explicitly choose are preserved, with the conflicting abilities explained in the result.
The generator checks the actual creature types behind team bonuses and protection. A card that helps Illusions no longer receives unconditional support credit in a deck without matching recipients. Matching creatures and changelings count, token routes stay conditional, and uncertain copy effects are shown separately.
The generator checks the selected library cards before counting a typed mill payoff as a finishing route. Creature tokens and transformed back faces do not stand in for matching cards in the library. Independent milling and other abilities remain useful, while uncertain type-changing effects stay visible as unverified support.
Effects that only remove permanents with one specific name no longer count as general board wipes or emergency answers. Cards such as Wirefly Hive remain available for their token-making abilities.
The generator recognizes when a card can discard or sacrifice an artifact and later return a matching artifact card from your graveyard. It checks the selected targets without requiring unrelated graveyard setup cards, while keeping activation costs and timing conditional.
Commanders built around -1/-1 counters now use a separate plan from growing creatures with +1/+1 counters. The selected direction is accepted for both generation and regeneration. Positive-counter cards can still supply their independent abilities, but no longer receive direct negative-counter synergy credit. The plan keeps its printed requirements and conditional proliferation support visible.
Protection that needs a later attack, upkeep or other recognized setup event no longer fills an emergency-protection slot by itself. The card keeps its useful abilities and conditional protection role. Independent direct shields, activated abilities and entry effects retain their existing credit without promising that their costs or targets are ready.
Land-focused plans no longer count a library search that only exiles lands as a source of future land plays. Searches that reach your hand, the battlefield or a linked later-access ability keep their support. Trample and rampage also no longer count as ramp merely because their names contain those letters.
The generator and deck foundation report no longer count a conditional finishing payoff when the selected cards have no printed route to its required permanent colors. Independent abilities, such as searching for a land, still count. Uncertain token, copying and color-changing routes remain unverified.
Expensive creature removal, board wipes and combat reminder text no longer count as finishing plans on their own. Combat-triggered draw and removal keep their useful roles without being counted as finishing effects. Printed growth with trample or double strike and separate player damage still contribute to finishing potential.
The generator reuses unchanged printed finishing effects while evaluating candidate cards. Deck choices, scores and supporting explanations stay the same, with less repeated work during generation.
The generator no longer adds combined meld faces such as Urza, Planeswalker as separate cards. Choose the front cards that form the meld pair instead. Deck validation also identifies these combined faces in saved lists, while ordinary meld fronts, lands and spells without a mana cost remain available.
The generator no longer rewards a loyalty shutdown as a planeswalker engine or automatically adds it to a conflicting loyalty plan. If you explicitly choose such a card, it stays in the deck with a warning explaining the conflict. Its independent abilities still count for their actual roles.
The generator reuses unchanged card-face and mana-cost evidence when checking spell support. It still evaluates the current selected cards and quantities each time, preserving deck choices and the evidence behind them.
Bracket 3 catalog builds can replace up to two spare draw cards with direct protection spells when the deck falls short of its existing protection target. The final check preserves chosen cards, budget, early mana, answers and supported card relationships. If no suitable swap is available, the remaining gap stays visible.
Commanders that let you play lands or cast spells from the top of your library keep their topdeck setup support without automatically requesting a Storm or landfall plan. Independent cast rewards, extra land plays and other printed abilities still guide the deck.
Card explanations and synergy gaps now show possible sources, conditional routes and preferred support density in plain language. Creature-type bonuses name the supported type, including bonuses that also grant abilities. Protection swaps and chosen-card conflicts show an explanation while keeping detailed evidence in the saved result. These estimates describe the deck, without promising that the right cards will be on the battlefield or an ability will trigger during a game.
Spell-focused catalog plans can replace one one-shot draw card with a supported recurring cast-draw engine after the deck is assembled. Existing supported draw routes, chosen cards, budget, interaction and finishing cards are protected. When no safe swap is available, the deck keeps its selected cards.
Generation responses now distinguish missing external synergy data from mapped cards that do not meet the existing threshold. The legacy generator at /decks#deck-generator shows source availability and mapped-card counts beside its build-model index. The default wizard does not display this index. Deck choices, scores and bracket targets are unchanged.
The generator reuses unchanged printed card evidence when checking draw engines that need creatures of a certain power. It still checks your current selected cards and commanders each time, preserving deck choices and the conditions shown in card explanations.
A creature having trample or double strike no longer automatically fills a finishing slot, and forcing opponents to sacrifice creatures is no longer mistaken for draining their life. Printed combat support and death triggers that drain a chosen player are checked separately. Creature-type boosts get more credit when your deck has matching creatures.
The generator now checks selected creature entries, Aura and Equipment casts, and deathtouch deaths for recognized engines that depend on those events. Deck reports separate direct support from conditional or uncertain routes, so a useful ability is no longer treated as well supported just because its card has a draw or removal label.
Token plans no longer count Esix, Moonlit Meditation or Mirrormind Crown as cards that start token production themselves. Their replacement effects need another token-producing card first. Separate abilities that actually create tokens still count toward producer slots.
Deck reports now clarify that graveyard-hate targets count nonland cards. Recognized land-entry answers such as Bojuka Bog appear separately with their printed effect and conditions, so a zero nonland count no longer hides that useful land. Deck choices and foundation scores stay the same.
Collection builds with a qualifying creature-cast draw plan now look for an available draw-to-opponent payoff before filling their remaining slots. Helga can retain Psychosis Crawler when other selected creatures support that route. The choice keeps your budget and bracket limits, with its source evidence recorded alongside the card.
The generator no longer mistakes nontoken creature abilities for effects that need creature tokens. Guardian Project also no longer asks for graveyard setup to draw from creatures with distinct names. Effects that really depend on an existing token keep that requirement.
Deck analysis now checks what a spell trigger does before counting it as a finisher. Cast or copy wording and triggers during an opponent’s turn no longer turn draw, mana and other support effects into concrete win conditions. Cards such as Archmage Emeritus and Storm-Kiln Artist keep their engine roles, while printed damage and life-loss payoffs retain their existing credit.
Draw engines with a printed creature-power threshold now show the selected creatures or token makers that can meet it. Verified unsupported routes no longer fill a draw slot, while costly token routes keep their activation and sacrifice requirements visible. Unknown power changes remain unverified, and independent benefits such as trample are preserved.
When a noncreature-spell deck already contains enough instants and sorceries, the generator now recognizes payoffs for those spells as part of its plan. This helps retain engines such as Archmage Emeritus and Storm-Kiln Artist without treating artifact casts as fuel for abilities that require an instant or sorcery.
Cards that only replace or increase token creation no longer fill an independent ramp slot in generation and deck analysis. A card with a separate mana or token-producing ability still receives credit for that ability. This keeps cards such as Academy Manufactor from standing in for the mana sources they depend on.
Commanders with a direct noncreature-spell trigger now recognize eligible artifact, enchantment and planeswalker casts alongside instants and sorceries. Card reasons distinguish that printed potential from a useful engine, so an unrelated permanent does not receive an automatic spell bonus. Creature fronts and inaccessible back faces do not count, and spell-package checks account for support already selected.
Deck planning now recognizes effects that choose a card in your graveyard and then return that card, including Meren and Cosmic Rebirth. Their timing and target restrictions still apply. These newly recognized effects do not count as recovery support when the selected cards have no known eligible target.
When a commander is a Game Changer, the generator now reserves its place before choosing the mainboard. This prevents avoidable B3 refusals such as collection builds with Tergrid or Grand Arbiter selecting one Game Changer too many. Both commanders count in paired decks, and final legality checks still apply.
Choose a legal second commander when generating or building a deck. Both cards stay separate through generation, saved edits and exports, and paired decks use 98 mainboard slots with the pair’s combined colors. Printed pairing rules are checked before generating or saving. Each commander’s recognized plan and support keep their own source evidence. Combo checks include both commanders and reject bracket-incompatible known combinations before saving.
The generator now prepares card names and combo references once when comparing sacrifice-plan support. It reuses unchanged comparisons across roles while keeping the same scoring rules and eligible cards.
Typal plans now retain named creature types in permanent spells you cast and direct sacrifice triggers. Ashling’s Elemental wording no longer gives unrelated creatures the same typal density credit. Hand-cast plans distinguish creatures from other Kindred permanents, check castable card faces and keep efficient support, practical search and recurring draw in their existing support slots. Cast timing, evoke costs and a complete commander engine remain unverified.
The generator reuses unchanged printed protection requirements while comparing cards. It still checks the creatures actually in your deck each time, so adding or removing a recipient continues to update protection evidence.
Card reasons now recognize printed typed-spell triggers such as those on Edgar Markov, Rin and Seri, and Urtet. A Kindred spell with changeling can match a cast trigger without counting as a creature on the battlefield. These receipts show potential support, with costs and conditions still unverified, and do not give a card an automatic selection bonus.
Commanders such as Baylen can use more than creature tokens. The generator now recognizes other token sources, including Treasure and Food, for costs that accept any tokens. Production costs and conditions still matter, and token support does not mean those tokens are ready to spend.
The generator now recognizes printed defender creatures that receive your commander’s defender-specific benefits. It favors earlier support and keeps useful search and protection when making room for lands where the available cards allow it. Card reasons show the printed evidence and remaining requirements; a Wall creature type or a card that merely grants defender does not receive the same preference.
The generator now distinguishes cards that let you discard or surveil from cards that only reward those actions. Reward cards can still support their own plans, but no longer stand in for the setup they need. Ward payments, opponent-only discard choices, and discard abilities on cards or tokens controlled by opponents no longer count as your setup. Effects that make each player discard or put the rest of a library selection into your graveyard retain their own setup role, and radiation counts only when it can affect you.
The generator no longer treats cards that only mill opponents as setup for returning cards from your own graveyard. Self-mill and effects that can target you still count as potential setup, while opponent-mill plans keep their separate support.
Bracket and legality checks now distinguish a verified preparation card from the spell it can copy. Emeritus of Woe no longer consumes a Game Changer slot just because its prepared spell is Demonic Tutor, and Emeritus of Ideation is not banned for copying Ancestral Recall. Actual banned cards and Game Changers still count, and incomplete card evidence keeps the existing checks.
The generator now gives recognized death-trigger permanents a clearer preference when your commander repeats those triggers. Cheap support receives more preference than expensive bodies. Activated sacrifice abilities, unrelated enter triggers and abilities capped once each turn do not receive the same bonus. Card reasons show the matched ability and its remaining requirements; this does not assume an available sacrifice outlet or a completed combo.
Accepted starting cards now stay in the deck when the generator makes room for lands or tunes its selections. Previously, a chosen card could be trimmed alongside ordinary picks. Card legality, availability, budget checks and final validation still apply, and a chosen tutor without a matching target keeps its warning.
When replacing an unusable creature tutor, the generator now checks whether another selected spell needs that card as its only verified instant or sorcery target. A compatible replacement preserves a printed target; otherwise the existing card is retained with a constraint warning. This covers simple printed searches, with qualified wording and uncertain card faces still outside the check.
When a simple creature tutor has no target in the finished deck, replacement checks now account for the card being removed. An affordable swap can use that freed budget while keeping ownership, bracket limits and the rest of the deck’s support checks. The search remains bounded and reports when it cannot find a suitable replacement.
Recovery slots now check recognized creature-type casting restrictions against the selected cards. A Zombie-only graveyard ability no longer fills that role when verified cards cannot supply a target. Reports show possible targets and source limits; alternate faces and type-changing effects remain uncertain, and independent recovery abilities keep their credit.
Generator plans now recognize direct cast triggers with a printed mana-value minimum and spell type. Y’shtola can recognize a qualifying enchantment or artifact without counting a cheap instant as the same support; creature-spell plans such as Helga and Kalemne keep their own requirements. Support counts describe printed casting potential, with no required quota or extra reward for a higher mana value. Cheap mana and interaction keep their separate roles. Cast plans ease their preference for extra ramp after the normal target, and B3/B4 noncreature plans look for an available scalable pressure spell and practical search cards within existing limits. A qualifying cast alone does not earn an extra preference for unrelated creature engines. When a collection has only one suitable graveyard answer, the generator considers it before consensus picks spend limited bracket capacity.
Foundation reports no longer treat graveyard hate, ordinary looting, death-draw text or duplicate theme labels as proof of a graveyard strategy. Recognized access, costs and graveyard-dependent payoffs now carry their source evidence. Recursion targets remain deckbuilding heuristics, and unrecognized wording is reported as a coverage limit.
Isshin and Wulfgar builds now look for permanents with recognized useful attack triggers. The generator keeps attack declarations separate from combat damage and entering the battlefield, respects whose creatures must attack, and avoids giving support credit to pure drawbacks or triggers limited to once each turn. Recognized support earns a preference without reserving early slots ahead of the rest of the deck. Reports show the printed support found and any shortfall; those counts do not guarantee a safe attack or a finished board.
The generator now checks simple creature-type search spells after the final deck is assembled. If a tutor such as Savage Order has no matching target, it looks for a useful replacement within your deck constraints. Searches with separate useful effects or incomplete card evidence stay eligible, and unresolved targetless searches are reported.
An indestructible card no longer earns a destroy tag just because its reminder explains what cannot destroy it. Generation and deck analysis also recheck older stored tags, while keeping real destruction abilities and useful cycling or token reminder text intact.
Bello builds no longer give an extra role bonus to a card just for its own indestructible keyword or that keyword’s reminder text. Cards still count toward his animation plan, and separate removal, ramp, draw and team-protection abilities keep their credit.
Cards such as Primal Amulet no longer fill a land slot just because they can transform into a land later. Verified modal cards with a land side still count as a land choice. Generated mana bases, opening-hand reports and deck analysis now distinguish these cases, with an updated evidence label for land counts.
Bello builds now favor artifacts and enchantments that meet his printed mana-value and subtype requirements. The generator treats his granted combat-draw ability as support for those permanents, with fewer unrelated Equipment picks. His animation applies during your turn; it does not make those cards protected on opponents’ turns. Decks still show a lower strength estimate when the available cards do not support the requested target.
B3 and B4 collection builds now make room for a sole available targeted or opponent-only answer to graveyards before filling flexible slots. This reservation avoids forcing cards that also shut off your own graveyard. Already selected answers count toward this minimum, and cards still have to meet your deck and acquisition limits. The report continues to show a gap when a suitable answer is unavailable.
Commanders such as Bello no longer request Equipment or Aura support just because their rules mention non-Equipment artifacts or non-Aura enchantments. Separate abilities that reward Equipment or Auras still count. This removes those mistaken support bonuses and reserved slots; it does not yet add a complete animation plan for Bello.
Creature-affinity commanders such as Witherbloom now favor low-cost creature support, with less pressure to add more once enough providers are selected. Their setup counts exclude recognized casting restrictions, inaccessible creature back faces and creatures that give themselves away or require an existing board. When the commander discounts instants and sorceries, builds also reserve recurring creature support and available team-pump payoffs while discouraging extra board wipes that remove their own setup. Creature affinity also stops adding an unrelated artifact plan.
You said: I have so many cards — why could we not hit B3?
When a B1–B3 build keeps your requested target and passes its bracket restrictions, a lower strength estimate now comes back with the deck for review instead of stopping generation. The lower estimate stays visible, and the app does not claim that the requested strength was achieved. Actual bracket changes and rules violations still keep their existing checks.
You said: I tried making a B3 deck and it broke because it wanted to make a B2 instead.
The generator now excludes sticker sheets and other supplemental game pieces from the main deck, even when the catalog marks them legal for Commander. Ordinary cards that use those mechanics remain available.
Cards such as Magmatic Galleon and Prosper no longer gain a Treasure-support bonus just because their abilities create Treasures. Cards that spend Treasures or reward having them still receive support credit. This can change the cards chosen for a generated deck.
We refreshed card details, printing prices, and Commander legality using the October 5 catalog. Recently added cards such as Ingris Stingerquill now have matching legality data for deck building.
When a collection build looks for cards you could add, it now checks recommendations in small batches. Other requests and cancellation can run between batches, with the same recommendation rules and rankings.
After you cancel a build, the generator checks for cancellation before fetching each new batch of card details. This avoids loading more card details for a build you have already left.
The builder now pauses between small batches of late card replacement checks, giving other requests and cancellation a chance to run. It keeps the same card selection rules. Larger collection responsiveness work is still in progress.
Prepared diagnostics now distinguish a finished deck from a later response failure or a closed stream. Preparing a result does not mean it reached your browser. The recorder remains disabled while rollout checks are completed.
The builder now avoids rereading the same card when checking how its abilities support a deck. Changed card details still trigger a fresh check, and quantities and selected supporting cards are checked separately. Larger collection speed improvements remain in progress.
The builder now checks foundation roles and answer coverage together when comparing replacement cards. It also reuses unchanged printed card facts while preserving the same role floors and selected-card checks. Larger collection latency improvements are still in progress.
New generation diagnostics honor Do Not Track and Global Privacy Control and distinguish an initial deck save from later processing failures. The server recorder remains disabled while its rollout checks are completed.
The builder now reuses verified card facts while checking selected support for conditional roles and searches. It still rechecks changed card details, quantities and selected cards. This reduces repeated work during generation, with larger collection speed improvements still in progress.
Cards such as Visions of Ruin no longer gain a creature-token synergy bonus just because their effect creates tokens for each other object or player. Printed token payoffs still count, and token-making abilities keep their existing roles.
The builder now checks selected cards before counting certain conditional draw, Aura discounts and protection abilities. Cards such as Dragon’s Hoard keep their mana role when their draw setup is missing. Card details explain these resource prerequisites, and replacing a supporting card updates the affected role credit. Nutrient Block no longer counts as interaction just because it protects itself.
Cards such as Cool but Rude and Impact Tremors no longer receive emergency-answer credit just for damaging each opponent. Their other useful roles remain, and damage that can affect creatures keeps its existing board-answer classification.
Darksteel Reactor no longer fills an interaction slot because of its indestructible reminder text. It keeps its alternate-win role; protecting itself and accumulating charge counters no longer count toward its interaction contribution.
The builder now saves a new deck, its commander and its initial card list together. If that card-list write fails, it no longer leaves an empty deck behind. Collection reservations and validation still happen afterward and can report separate errors.
Saved-deck exports now reject missing or malformed decklist content before copying. Export diagnostics also distinguish request errors, clipboard failures, and requested download or import navigation so we can better investigate where an export stops.
The builder now checks selected named creatures and printed starting counters before using certain activated searches to fill search slots. A lone Templar Knight and Vexing Puzzlebox still keep their useful creature and mana roles, while their search setup is shown separately. Ring of Three Wishes keeps credit for its starting counters. Printed tutor abilities still count toward bracket restrictions; selected cards do not guarantee battlefield readiness.
Classic-builder card details now explain selected-card possibilities and remaining setup for Light-Paws, Taj-Nar Swordsmith, Curse of Misfortunes, and Central Elevator. These notes distinguish potential targets from mana actually paid, enchantments already in play, and cards still in your library.
The classic builder’s card details now explain 24 reviewed life-linked cards, including Clues that need mana to cash in, conditional selection, delayed card access and later life-loss liabilities. The notes show the matching card facts and remaining setup requirements. Changed card text is marked unverified, while card choices and role counts stay the same. Card details also scroll on smaller screens.
Draw-tempo plans now check verified starting loyalty before counting a planeswalker’s costly draw ability as engine support. An ultimate that needs more loyalty keeps its printed draw potential and other useful roles, but does not fill that engine slot. The explanation shows the checked cost and starting loyalty; extra counters, survival and repeated activations remain unproven.
The classic builder now distinguishes clipboard success, clipboard errors, access gates and requests to open an export destination. Invalid export responses show an error instead of being passed to the clipboard. These limited signals omit deck details and respect Do Not Track and Global Privacy Control. Opening a destination or requesting a download is not counted as a completed import or downloaded file.
Collection builds at Brackets 3 and 4 now make room for supported, inexpensive mana cards even when you have not selected a strategy package. The builder keeps your card limits and reports a shortfall when the final deck cannot meet its early-mana target. This helps prevent expensive thematic cards from crowding out the opening turns.
Sacrifice builds now reuse unchanged card readings while comparing engine combinations. This cuts repeated work while keeping selected cards, source explanations and support checks intact. Changed card text is read again before it is used.
Collection builds now use the strategy you select when choosing cards. Sacrifice plans distinguish creature outlets, fodder and finishing payoffs from token reminder text and ordinary draw support. A broad combo tag no longer excludes ordinary sacrifice or recursion cards by itself; known complete combos are still checked, including your commander and chosen starting cards. Cards that prevent only themselves from attacking no longer count as defensive fogs. Simple type-dependent draw now checks for a matching selected permanent or commander, and one-for-one mana filtering no longer counts as ramp.
You said: My latest generation showed 1 protection, 4 draw, 53 win plan and 0 commander.
Deck reports now label their broad token and graveyard-resource count as material sources, rather than implying every card can recur. Single-use token spells no longer receive a graph description promising repeatable resources. Verified sacrifice relationships keep their explanations, while unverified material connections are described as possibilities. Card choices and support counts stay the same.
The builder now checks selected Villains for Doom Reigns Supreme and other selected Shrines for Northern Air Temple before crediting their recurring life-gain routes. Their one-life entry triggers no longer count by themselves as concrete finishing plans. Northern Air Temple keeps its own entry benefit, and the finished deck refreshes the support explanation after card changes. Compatible cards show potential support, not a promise of repeated triggers or a win.
Catalog recovery now has an option to verify the reviewed card and set files before making database changes. This helps keep incomplete or mismatched downloads out of recovery runs. It does not itself refresh the catalog; new card data still needs a checked recovery run.
We can now distinguish when a builder request returns a result, encounters an access gate, proposes a bracket adjustment, fails or is canceled in the browser. Follow-up work after a result is recorded separately. These limited signals help us investigate incomplete builds without treating a response as a saved or playable deck. They omit deck details and respect Do Not Track and Global Privacy Control.
The builder now distinguishes recognized opponent-only Treasure rewards from your own resources when reading a commander such as Vraska, the Cutting Glare. Those rewards no longer add an artifact or token preference by themselves. Opponent removal also no longer invents a need for extra draw engines that can crowd out useful answers. Real draw payoffs, your chosen strategy and supporting deck data still count; ambiguous or linked effects keep their existing treatment.
While generating a deck, the builder now shows recent card updates and explains that cards may change as it compares options. Temporary updates no longer appear as final draw, protection, win-plan or commander counts, and this card-activity panel waits for actual updates instead of inventing counts. The finished deck remains the source for final contents.
You said: My latest generation showed 1 protection, 4 draw, 53 win plan and 0 commander.
If your browser blocks copying an unsaved generated deck, the builder now clears any old success message and shows a clipboard permissions error. Moxfield and Archidekt open only after the decklist has been copied, and a successful retry clears the previous error.
We can now record when the guided builder returns a result and when an export is requested from the deck generator. These signals help us find gaps in the journey without treating a result as a playable deck or an export click as a completed export. The new events omit deck details, page titles and URL queries, and respect Do Not Track and Global Privacy Control.
Counter-related cards now appear as a candidate plan with the matched-card count and scoring explanation. Reports distinguish possible counter support from verified growth or a finishing route, including when a card spends counters or affects an opponent. Your card selection and the underlying support scores stay the same.
Deck reports now show artifact-related density as resource support, with its card count and score calculation. A collection of mana rocks and draw pieces no longer becomes an Artifact Value Loop or a finishing plan just from its density. Named combo evidence keeps its own place, and reports with only artifact support say that a finishing route is still unverified. Deck selection is unchanged.
Deck reports no longer count recognized cycling, channel and self-discard resource abilities as pressure on opponents’ hands or libraries. Their draw, token and interaction roles remain, and unfamiliar abilities keep their existing treatment. When a typal plan opens with only resource examples, its setup advice now describes those resources. Deck selection is unchanged.
Deck reports no longer use Staff of the Storyteller’s story counters or Wedding Announcement’s invitation counters as creature-growth support. Their draw and token roles remain, and other counter abilities keep their existing treatment. Deck selection is unchanged.
Deck reports now describe developing resources when a counter plan’s opening examples are mana and card-draw sources. Those cards are no longer presented as ways to place or multiply counters. Your deck and its scores stay the same.
Deck reports now check recognized sacrifice costs against the material and return abilities in your list before connecting a sacrifice plan. An artifact that sacrifices itself no longer turns unrelated creature tokens into a sacrifice engine. Matching artifact-return abilities still count, and the report reminds you when reuse requires recasting. If uncertain sacrifice support could change its strength or the plan’s focus, the report says so. Individual sacrifice, draw and mana abilities remain intact; deck selection is unchanged.
Deck reports no longer use a familiar word in a card name as evidence of a death payoff. For example, Adagia, Windswept Bastion no longer gains that role from Bastion in its name. Printed death and drain abilities still count, while sacrifice abilities and deck selection stay unchanged.
Deck reports no longer treat recognized lands entering tapped or a spell charging extra for its own targets as rules that slow opponents. Genuine table-wide and opponent restrictions still count, and the Stax engine shows the same rule-setting cards used in its source check. This corrects the report explanation without changing deck selection.
Saved decks now show Win Plan and Plan Coherence separately, with evidence for each score, so reopening a generated deck does not swap one score for the other. Aggro decks also keep their own coherence model when an incidental card carries a defensive strategy tag. These scores describe the list, not a guarantee that its plan is ready to execute.
Shared decks now show their last update date in UTC, with the timezone labeled. The date stays consistent as the page loads, including when your local calendar date differs from the server’s.
Why This Card now describes recognized searches that put lands into your hand as Land Access, rather than promising mana or extra land plays. Cards with a separate mana ability or a search that develops the battlefield keep their ramp explanation. Recognized search-setup details stay visible, and deck selection and scores are unchanged.
Why This Card now shows recognized search activation requirements, such as tapping five attacking Templar Knights or removing 100 charge counters from Vexing Puzzlebox. The printed cost appears in its own section so you can check the setup without losing existing cautions. The desktop card panel also scrolls so its explanations and controls stay within reach. This does not change tutor counts or deck selection.
Generated decks no longer give cards such as Darksteel Myr an interaction slot or interaction credit just because their indestructible reminder mentions destruction. Their creature, artifact and mana roles remain available, while actual removal and protection for other permanents keep their credit.
Commanders such as Thorin, Company's Leader no longer gain an aristocrats plan just because Treasure reminder text describes sacrificing the token for mana. Their artifact and token plans remain, and real sacrifice abilities still count.
Deck analysis now separates the mana potential of Mox Jasper and Mox Opal from early and commander acceleration. Needing another permanent or several artifacts is no longer treated as ready-to-use mana just because the source is cheap. Separate usable abilities keep their credit.
If your beta access is still active, the account page no longer also shows the Free plan or says your access was revoked because an earlier subscription ended or went unpaid. If a canceled paid period ends before beta does, the page also shows your remaining beta access.
Free beta access continues through October 31, 2026. Beta accounts keep Pro features during the extended window, and paid subscriptions remain optional while beta access is active.
Deck building no longer counts token spells with expensive X-based board wipes as cheap interaction. Their token and board-wipe roles remain available, while genuinely cheap answers keep their credit.
Dedicated draw slots now check for recognized draw, library-to-hand or playable exile effects after supported targets and conditional abilities are considered. Scry-only and opponent-only effects can still serve other roles, but cannot fill these slots on a broad draw tag alone. Cards already selected also receive draw credit from their verified effects, and that credit updates when supporting cards change. Late swaps use the same card-flow check.
Cards whose only recognized card access is expensive cycling now receive a smaller draw bonus, with the printed cost shown in their explanation. Their removal and other abilities keep their own value. Known commander cycling discounts and uncertain or separate draw routes keep their existing treatment.
Deck analysis now recognizes effects such as Topple the Statue that first target a permanent and then destroy it if it has a specified card type. These effects keep the target’s ownership and type limits, so removing your own cards does not count as an answer to opponents.
Late commander and catalog tuning now preserves slots explicitly filled for card draw. A scry-only card cannot replace that draw producer, while selection cards remain useful in other slots. Replacement checks use recognized card text and selected targets; draw costs and timing still matter.
Searches such as Aura or Equipment and Mount or Vehicle now need a matching selected card before they count as tutor support. Card explanations and deck analysis refresh when those targets change. Printed tutor limits stay the same, and selected support still does not promise that a target remains in your library.
Leaving generation or upgrade planning cancels unfinished work. Builds share a four-minute work budget across retries and report when it expires. A deck save already underway finishes its existing save steps, so leaving the page does not deliberately interrupt it halfway through.
Aura, Rune, Equipment and other recognized subtype searches now need a matching selected card before they fill a tutor role. Named-card and subtype tutor roles, strategy summaries and card explanations refresh after card swaps, while printed bracket tutor limits remain unchanged. These checks show deck support, without promising that a target is currently in your library.
Deck builds reuse unchanged card-text checks for repeatable draw engines. Changes to card names, types and rules text still receive a fresh check, and the card choices and scoring rules stay the same.
Cards that only exile or return your own cards no longer fill interaction slots because of a broad removal tag. Generator counts, pool summaries and saved explanations now check that source text, while cards with separate opposing answers keep their credit.
Cards that search your hand, graveyard, and library now keep their tutor credit even when the zones are separated by an extra comma. Land-only searches stay outside nonland tutor counts, and named-card searches still require their matching targets.
Blinking your own saddling creatures, losing an equipped creature, and cleaning up a token you created no longer fill enemy-removal roles. Deck analysis and generation preserve separate effects that can still answer an opponent’s cards.
Searches for basic land types no longer count toward the nonland tutor limit. Cards with a separate creature, artifact, or other nonland search still count, so a land-search mode cannot hide another tutor ability.
The generator reuses unchanged card-role facts while comparing replacements, reducing repeated work in collection builds and upgrade previews. Support from the selected cards is still checked after swaps and changes to card data.
A lower strength estimate no longer moves a generated deck below its checked bracket restrictions. Budget builds can keep the bracket their cards require while clearly showing a lower strength estimate, and saving still checks the complete list.
Shared decks show their own spotlight story. Protection advice distinguishes who an ability can protect, and mana advice calls out setup costs. Spotlight introductions no longer promise early payoffs or effortless support based on a card’s position in the story.
Deck suggestions account for recognized game-loss and exile liabilities, plus delayed or restricted mana tokens. Real draw and mana abilities keep their roles, while explanations show the printed costs that affect a choice. Restricted mana can still support artifact spells and activated abilities.
Cards that only reward or replace an existing draw stop filling draw-producer slots or receiving draw-production bonuses. Foundation and deckbuilding now share source checks, recognize more genuine shared and paid draw routes, and preserve the separate jobs of payoff and mana cards. Printed draw potential still needs its costs and conditions met.
Opening Mix now uses exact card-composition probabilities, so renaming, reordering or regenerating the same mix cannot change its result. Reports show the card counts behind the number and clearly separate card presence from unverified mana, timing and casting conditions.
Mono-color builds can fill spare land slots with basics instead of unnecessary painful fixing, restricted mana, or simple mana filters. Requested land mixes and chosen utility lands are preserved. Recognized life payments and damage from mana abilities now have scoring explanations.
Deckbuilding checks whether an artifact can provide early mana before counting it toward fewer lands, then recalculates if a supporting card is trimmed. Costly token engines stop standing in for early mana rocks, while genuine written-out mana abilities keep their credit.
Artifact-token payoffs now look for actual token producers, while ordinary artifact payoffs keep their broader support. Restricted tutors check their selected targets, and energy-paid recursion checks for an energy source. Simple combat draw and resource-token effects stop filling finisher slots. Scores and explanations refresh after late replacements; costs, targets and battlefield conditions still matter.
The generator reuses support relationships while comparing card packages, reducing repeated work for large collections and helping other pages stay responsive during a build.
The generator waits for its current capability check before starting, with a fallback if that check times out. If settings change during a build that cannot meet its requested bracket, it explains that you need to review and retry instead of silently returning to the starting screen.
Canceling a collection import now stays canceled even if a chunk finishes or fails afterward. A chunk already running may still finish, and its imported copies remain in your collection; later chunks will not start.
Draft-only mana no longer fills ordinary Commander mana slots. Opponent gifts stop counting as your ramp, lifegain payoffs stop filling lifegain-source slots, and cards that only protect themselves stop filling protection slots. Land searches into your hand no longer fill ramp slots, and draw-step references or draw payoffs no longer count as draw production. Token producers and life-to-card engines are checked against their actual effects. Targeted draw and conditional protection check the selected recipients they need. Named-copy token abilities and dice-based wins show their support and uncertainty, and annihilator 1 alone no longer fills a finisher slot.
Theme-led bracket 3 and 4 builds leave room for available board resets, stack answers and graveyard interaction before engine cards fill the list. Own-graveyard utility and self-only protection stop filling answer slots, and expensive activated abilities no longer count as cheap interaction. Costs, targets and other conditions still matter during play.
One-shot draw spells, entry effects and abilities that consume their own source no longer count as repeatable draw engines. Reusable draw abilities, including those on lands, keep their support credit. These estimates still depend on paying costs and meeting the ability’s conditions.
Deck building now considers every card in large collections instead of stopping after 20,000 copies. Owned quantities and cards available after deck reservations remain separate, and each card uses a consistent owned printing for its image.
Draw support now distinguishes your own combat and temporary chapter effects from abilities that can draw on another player’s turn. Draw payoffs also stop filling the source slots they depend on. Conditional routes still need their costs, targets and triggering events to be available during play.
Cards such as Esper Sentinel no longer need extra draw engines just because their own ability can trigger each turn. Cards that actually reward drawing outside your turn keep that support requirement, including explicit opponent-turn and end-step payoffs.
Attack destinations and restrictions on opponents no longer add unrelated planeswalker or enchantment themes. Creature-type requirements use the rules-defined types, while mixed lists keep their genuine creature requirements. Actual Aura, Saga, enchantment and planeswalker support remains eligible, along with themes you explicitly choose.
Basic-land searches no longer inflate nonland tutor counts. Removal estimates distinguish sacrificing your own cards to pay a cost from answering an opponent’s board, and keep separate abilities and targets separate. These are role estimates; they do not promise that a target is available or an ability can be paid for.
Full-party abilities and the different-named Demon win condition now show their selected support separately from token, copy and type-changing possibilities. These abilities no longer count as guaranteed protection or finishing plans. Independent abilities, including Squad Commander’s tokens and Liliana’s Contract’s card draw, keep their roles.
Card imports now retain each face and its costs separately. Deck assessments flag missing face evidence and cards whose face availability is not yet modeled, instead of treating a partial rules summary as complete. Existing catalog rows remain marked incomplete until refreshed.
Pinnacle Starcage no longer receives ordinary token-engine credit for its delayed rebuild. Generated decks weigh the low-cost permanents its entry effect can remove and explain the rebuild cost if it remains in the list. It stays available as an emergency answer. Creature-count bonuses, untap effects, and own-board downsides no longer count as board wipes. Wickersmith’s Tools keeps its mana role, while its conditional token payoff names verified counter sources instead of counting as ordinary token supply.
Equipment that supplies cards no longer counts as a finishing plan just because it attaches to a creature. The Monumental Facade now needs evidence that your deck can use its oil counters before receiving an artifact support bonus.
Bracket 3 and 4 catalog builds now choose supported low-cost mana sources before themed cards fill the remaining slots. Land tutors to hand, conditional Treasure effects, and a spell discounting only itself cannot fill those early-mana seats. The final list warns when available cards or build limits leave that support short.
Typal builds now check the creature types your commander supports, so an unrelated tribe no longer earns the same credit as the right one. Combo and token support no longer count as finishing plans by themselves, and unrelated alternate wins no longer receive lifegain credit.
Fresh catalog imports now preserve when a card has no rules text, so vanilla cards can carry complete evidence. Adventure abilities remain available, and missing text still appears as missing rather than being assumed empty.
Generated previews and saved decks now assess the same complete list, including the commander. Card structure and demand estimates appear together, with disagreement and missing evidence shown clearly instead of competing bracket claims. The requested build target stays separate. Ordinary mana rocks and stored mana no longer count as immediate fast mana, and combo support alone no longer counts as a completed package. Strategy cards show their supporting evidence without unverified confidence percentages, and failed refreshes clear outdated analysis.
Catalog updates now use database time limits to reduce how long a stalled refresh can compete with browsing your collection. Interrupted updates remain eligible for recovery.
Rebuilding collection value history now reads price records in smaller pages instead of holding every record in memory. This lets larger collections finish updates that could previously run out of memory, while preserving acquisition dates and foil price fallbacks.
Upgrade previews can still compare improvements from your collection when a generated candidate falls below the requested bracket. Previewing changes never saves a deck or reserves cards, and saving a lower-bracket build still requires your acceptance.
If a generated deck falls below your requested bracket, the builder now asks before saving it or reserving your cards. Accepting a suggested bracket applies to that target only; a further reduction asks again, and Cancel dismisses the choice.
The builder now reuses unchanged card-role checks while comparing replacements. This cuts repeated work on larger collections while keeping card choices and deck safeguards the same.
Catalog health now flags a missed daily refresh after 36 hours and a sync running beyond its time budget. A stuck update no longer appears to be progressing indefinitely.
A limited catalog check no longer marks the whole card database as fresh. The next complete sync checks unfinished legality and price updates before reporting success.
Catalog retries now repeat unfinished legality and price updates, even when the card details were already saved. Changes to legality in other formats are also picked up, and repeated checks of an unchanged catalog avoid unnecessary downloads.
Choosing Stax, Control, Lifegain, Superfriends, Draw Tempo, Mill, or Blink could stop a build with an invalid request payload error before any cards were picked. Those supported directions now pass the request check for new builds and regeneration.
You said: I got an invalid request payload when I tried to generate a deck.
The free ManaCurve beta now runs through September 30, 2026, and every date shown in the product reflects the new window. If you hit an upgrade prompt over the past couple of days, that was the old end date kicking in early — full access is restored for every beta account, and paid subscriptions remain optional while the beta runs.
Deck details, generated decks, and the manual builder now expand across large desktop screens, showing more cards side by side while keeping phone and tablet layouts unchanged.
You said: On desktop I want to use the entire screen so I can compare cards without scrolling.
The upgrade planner now finds expensive slots above your deck's target pace and pairs them with cheaper cards that keep the same role, or the same archetype package when a role match is unavailable. Every swap shows its mana-value savings and stays unselected until you choose it; collection builds also mark recommendations you do not own.
You said: I would like a section where I can choose cards to lower my CMC.
Deck card rows now show the roles the generator chose them for, such as ramp or removal. You can also add your own tags, remove them, and click any tag to filter the list around that job.
You said: Add tags that signal how each card is going to be used in the deck.
The Collection Value dashboard now reports when prices were last refreshed, how many exact printings are covered, and whether import hydration or daily maintenance is queued, running, complete, failed, or stalled. Refresh prices now queues real exact-printing work instead of capturing another snapshot, and unpriced printings are listed so missing value is visible rather than folded into the total.
Deck analysis now shows legal combos from ManaCurve's curated library when your deck already contains part of the line. Missing pieces show collection ownership, and you can stage them in the deck editor while choosing the cuts needed to stay at 100 cards.
You said: Show me combos and win conditions I could add, not only the ones already in my deck.
Deck card tiles now place their quantity marker in the lower-left, keeping the card's mana cost visible in deck, shared, and generated grid views — including on phones.
You said: The 1x marker covered the card's mana cost.
When example decks are missing, slow, or unavailable, deck-generation warnings now explain what happened and that the build leans on card-role analysis.
You said: The generator warning used a term I didn't understand.
Collection value-trend charts looked up price history for every distinct printing you own in one database query, which would start failing for collections beyond roughly 32,000 distinct printings — the same limit that briefly broke nightly price-history recording. That lookup now runs in smaller chunks, so value trends keep working no matter how large a collection grows.
Restoring two months of missed price history in a single pass overwhelmed the write step of the recording job. Writes are now batched, so the full backfill and future large syncs complete reliably.
The nightly job that records price history for collection value tracking had been failing since early June — the number of tracked printings outgrew a database query limit. Large batches are now processed in smaller chunks, so daily value history records reliably again, and the missed stretch is being backfilled from our price source where it is still available.
New set spotlight now leads with the commanders players build most instead of listing them alphabetically. Featured decks also stopped claiming a power bracket that had not been measured — they describe the plan they were built around instead.
The newest Commander set and our featured decks for it were missing from the home page because of how the set was categorized. Both are showing again.
ManaCurve can now publish a new Commander article each day and feature the latest stories near the top of the home page. Hidden gems, overlooked combos, cheaper alternatives, and commander-specific plays appear only when every featured card carries a verified engine receipt.
Buttons across ManaCurve now meet the standard comfortable tap size on phones and tablets, including the deck wizard's Back and Next controls and the sign-in actions. Nothing changes on a computer.
Buttons inside the sliding card rows on the home page did nothing when clicked on a computer, including View full deck and Build with this commander. They now open the right page, and dragging a row sideways to scroll still works without opening anything.
The community gallery and the commander charts now count only decks built by players. ManaCurve's own featured decks keep their Spotlight section, and internal test accounts no longer affect what appears or what is counted.
The Collection tab now lets you narrow cards to one or more sets you actually own. Owned sets are ordered newest first, searchable by name or code, and show how many copies are in your collection.
The home page now leads with the set spotlight, our own featured decks, and decks built by the community, followed by the charts and the daily card. The card of the day shows the whole card at full sharpness, and the featured set is either the newest release or one arriving within three weeks.
Curated Spotlight Decks now open one complete page with the commander's table plan, receipt-backed synergy stories, full decklist, bracket, and price. The separate Commander Spotlight page has retired so there is one useful destination for each featured build.
You can now choose a commander, bracket, budget, seed cards, and every advanced option before signing up. Your choices stay on your device through account creation, and ManaCurve asks for an account only when you are ready to generate and save the deck.
Decks you create now start public, with a working share link and a place in the community gallery. A plain privacy setting can make any deck private immediately, and the gallery keeps only the newest build for each commander so repeated builds do not crowd out other ideas.
A new opt-in community gallery lets players browse attributed Commander decks by what is trending or newest, visit public builder profiles, and filter by commander, archetype, or bracket. Public share links stay link-only unless their owner separately chooses to list them.
The home page now opens with a commander search: type a name, pick the match, and land in the deck wizard already set up for that commander. Buttons across the page also grew to comfortable tap sizes on phones, and commander spotlight pages vary how each pick tells its story.
Spotlight picks now come from the commander's own engine instead of generic deck staples. Their stories use table language, their numbers show varied engine receipts, and each opening explains the commander's actual card text.
Every current first-take commander now has a shareable feature page with full card art, six synergy picks, plain table-language explanations, and a verified number for every recommendation.
The home page now features complete ManaCurve Commander decks for the upcoming set. Each public list updates as previews land, with key cards explained and a shortcut to build your own take.
Discover what players are building, meet a fresh card each day, browse deck archetypes, explore complete showcase ideas, and see ManaCurve grow at a glance. The newest set spotlight now gives every preview commander room to shine, too.
Deck generation and validation now honor the special deckbuilding permissions on seven Mystery Booster Commander Edition Rulebreaker commanders, including their card-type limits, any-color basic lands, and Whtz's larger decks. Illegal cards and over-limit exceptions are still rejected.
The home page now greets you with your decks, a collection glance, and a spotlight on the newest Magic set - including preview cards during spoiler season. Tap any featured commander to jump straight into building with it. Signed-in players now land here instead of the collection page.
New sets and preview cards now join the catalog through a daily Scryfall sync, even before release. Preview details fill in as Scryfall publishes them, while cards stay out of Commander-legal generation until their legality changes.
Pressing Escape or closing the full-art viewer now returns you to the card details panel instead of closing everything at once. Each open layer closes one step at a time.
Commanders that make creature tokens now favor token plans unless their text shows a stronger lord, death, sacrifice, graveyard, or hard-archetype engine. Zombie death engines route to aristocrats, graveyard-transition engines route to graveyard, and landfall, exile-cast, mill, blink, and opponent-death control plans keep priority when those signals are explicit.
Feedback, card art, and delete confirmations now stay inside the phone screen and support keyboard focus, Escape, and safe cancellation. Card List details also leave room above the mobile navigation so View Full Art receives your tap.
Generated decks for sacrifice and aristocrats commanders now build around connected packages of fodder, sacrifice outlets, death payoffs, and recursion, with receipts showing how the pieces work together. Players who prefer the previous building style can turn this option off in advanced settings.
Beta access stays free through August 31, 2026 — three extra weeks. Paid subscriptions remain optional while the beta runs.
The guided deck wizard now includes seed cards and reviews them before generation. Saved deck art and names open their decks, an empty owned-upgrade search celebrates a collection-optimized build and points toward cards to acquire, and deck counts now use natural singular and plural wording.
The active feedback dialog now stays above the primary navigation on phones and desktops, so the visible Send Feedback action receives your click even after you attach a screenshot.
You said: Attaching an image on mobile left me unable to submit my feedback.
Deck generation now has an advanced seed-card picker for must-includes from your collection. Your choices take their slots and budget first, carry a clear You chose this card receipt, and leave the generator to build the rest of the deck around them.
You said: Give me the ability to add cards I want so the deck builder can see what direction I want to go.
The deck generator now restores card art when a generated card arrives without a printing image, and retries through the card name when an older image link fails. Mobile feedback also follows the visible screen while the keyboard is open, so attaching a screenshot no longer covers the send controls.
You said: Card images were missing, and attaching an image on mobile hid the submit button.
Collection upgrade planning now treats your commander as the deck's command-zone identity even when you do not own a copy. The planner can still build upgrades for the 99 from cards you own instead of stopping before the plan begins.
You said: Upgrade planning is unavailable no matter which commander I use.
Collection deck generation now reads cards' actual functions when valuing the pool you own. Draw, ramp, token production, sacrifice engines, death payoffs, and recursion can earn evidence-backed credit even when an off-meta card lacks popularity data.
Plan scores and coherence badges no longer mistake healthy sacrifice, token, graveyard, artifact, or other routed decks for generic value or politics shells. Construct-aware fallback scoring now stays with generic routes, while decks with a dedicated plan template are judged by that plan.
Generated modified-combat and graveyard decks now reserve room for the pieces those strategies need before flexible cards. Counter decks look for counter enablers, scaling, payoffs, combat threats, and finishers, while graveyard decks look for fuel, discard outlets, recursion, reanimation targets, and loop support.
Plan scores now recognize more slow Commander win patterns. Grindy value engines, pillowfort and politics shells, and pure control decks get credit for the roles they actually need, such as incremental advantage, protection, table redirection, answer density, and compact late wins.
Generated equipment, Voltron, and typal decks now reserve room for the pieces those strategies need before flexible cards. Suit-up decks look for equipment or aura density, attach support, protection, combat payoffs, and a real close, while kindred decks look for tribe bodies, lords, value engines, protection, and finishers.
Several commanders whose deck plans were leaning on stale theme guesses now route from the actual clauses on their cards. Gishath builds as Dinosaur typal, Zhulodok stays in colorless cascade, and Atraxa, Grand Unifier now follows her enters-the-battlefield card-selection plan instead of a card-type reminder route.
Deck detail and generator audits now read plan scores from the same stabilized metric everywhere. Strategies without a dedicated archetype-aware scorer no longer get the old double role-soup penalty, while control, combo, stax, and prison decks still use their construct-aware paths when those paths apply.
Deck generation no longer marks the build direction as fallback-only just because the precon synergy corpus has no exact commander match. When EDHREC commander data is available and mapped to the card catalog, the result stays focused on the real deck constraints instead of showing a misleading enrichment fallback warning.
Derevi, Empyrial Tactician now builds through the stax shell instead of a generic combo route. Stax and prison plan scores also give credit for lock pieces, parity breakers, protection, grind engines, and compact wins, so a real stax deck no longer looks incoherent just because its best cards are restrictive permanents and table-control tools.
Ellyn Harbreeze, Busybody now follows her actual token-fueled card-selection text instead of being forced into an artifact shell or a generic goodstuff pile. Draw-matters and tempo commanders can reserve room for repeatable card selection, draw payoffs, cheap board presence, tempo interaction, and a real close.
Commanders that clearly copy or double tokens, triggers, spells, or matching permanents now give those payload cards a small explainable valuation lift. Adrix-style token doublers, Isshin and Teysa trigger doublers, Veyran spell-trigger doublers, and Miirym-style permanent copy commanders can now explain when a card is being valued for doubled output.
Generated artifact and lifegain decks now reserve room for the pieces those strategies need before filling with flexible cards. Artifact shells look for density, mana, payoffs, recursion, and finishers, while lifegain shells look for repeatable life gain, life-to-card engines, payoffs, drain finishes, and protection.
When a collection or budget cap cannot honestly reach the bracket you asked for, ManaCurve now names the deck-wide budget as a blocker and keeps B5 guidance focused on power shape and stronger support instead of asking for an impossible pile of game changers.
You said: Collection generation gave me a bracket below the one I requested after using the budget constraint
The beta feedback popup now keeps its send controls reachable on small screens after attaching a screenshot, and the deck wizard gives lower-confidence build directions a larger mobile tap target so you can choose them when the recommendation is not the plan you want.
You said: On mobile, attaching a screenshot pushed the send button away, and non-recommended deck directions could not be selected.
Commanders that clearly make a category of spells cheaper now score those matching cards by the cost the commander enables, not just printed mana value. Lorehold-style miracle decks value expensive instants and sorceries as cheap miracle payoffs, while creature, spell, and typed-spell cost reducers can lift the big cards their discounts are meant to unlock.
Miracle and topdeck commanders now add their signature engine on top of the normal spellslinger shell. Lorehold-style decks look for topdeck control like Sensei's Divining Top and Scroll Rack plus native miracle payoffs when those cards are available, while collection-only decks explain when the stronger miracle package needs cards you do not own yet.
Deck generation now checks the finished list for complete known combos that were picked as separate good cards. Non-combo decks remove unrelated combo pieces and refill those slots when the deck still reaches your requested bracket, but keep the combo with an explanation when it is the only way your pool can reach that bracket.
K'rrik, Son of Yawgmoth now gets the full Bolas's Citadel, Sensei's Divining Top, and Aetherflux Reservoir line with protection support instead of stopping at generic tutors, mana, and draw. Combo deck plan scores rise only when the actual combo core is present.
The Decks list no longer shows the internal 'assigned' and 'slots' counts, which mixed up distinct card rows with physical copies and could make a complete deck look short. The list now just shows your decks without that confusing detail.
Deck generation now reads commander abilities more like a rules card: costs, triggers, payoffs, and who they affect are separated before choosing a deck plan. Discarding as a cost no longer turns a commander into a discard deck, blitz and reanimation text point toward graveyard plans, cheat-into-play commanders lean combo instead of generic typal, and Vren-style removal commanders can build as control.
Commanders with card-selection text no longer get treated as mill or discard commanders just because they discard then draw. Miracle and instant-or-sorcery commanders stay on their spells plan, and higher-power non-combo decks are less likely to have an unrelated generic combo package forced in as the win plan.
You said: Lorehold is a Boros miracle-spellslinger deck, not mill/discard plus an off-commander combo
Deck detail now uses the same archetype-aware plan score as the generator audit for control and combo decks. Answer-heavy control shells and assembled combo decks no longer look incoherent just because their key cards are interaction, tutors, mana, and protection, while combo shells without a real core still stay marked as weak.
When you ask for a higher bracket from your collection and ManaCurve has to generate a lower one, the result now shows the requested bracket next to the generated bracket, explains whether collection depth, game-changer availability, role gaps, lands, or a max-card-price cap held it back, and gives direct options like switching to Hybrid or adding the missing higher-power support.
You said: Wanted a bracket 4 and only got a bracket 3 due to my card price restriction
Deck detail now counts every required copy when it shows total cards and section totals, including collapsed basic lands like 12x Mountain or 6x Plains. A complete Commander deck should read as complete instead of looking short just because basics share one row.
You said: I built me a deck with 83 cards! fix this!
Commanders that truly build around flickering creatures now generate with repeatable blink engines, high-value enters-the-battlefield creatures, trigger doublers, instant-speed protection, and ETB loops or payloads that can actually close. Control, typal, and token-copy commanders that only look nearby stay on their better-fitting plan.
Commanders that truly win by emptying opposing libraries now generate with mill doublers, repeat mill engines, burst-mill finishers, payoff bridges, and protection for the closing turn. Self-mill commanders that use the graveyard for value stay on their graveyard or reanimator plan instead.
Tax and prison commanders now build with the lock pieces, parity breakers, protected card flow, and compact inevitability they need to close a game. Commanders that only look adjacent to stax stay on their better-fitting plan instead of being pulled into the prison shell.
Commanders that are truly built around lifegain now generate with repeatable life engines, payoffs that convert life into cards or counters, drain finishes, and protection for the payoff turn. Commanders that only gain life incidentally or play sacrifice-drain aristocrats stay on their normal plan.
Commanders that want a planeswalker-heavy 'superfriends' deck — like Atraxa — now generate with a coherent plan: planeswalker density, proliferate engines, pillowfort protection, and clear ways to close, instead of a generic good-stuff pile. Decks that only look like superfriends but don't actually want it are left on their normal plan.
Deck generation now builds around a recognizable plan for each archetype — filling the roles that strategy actually needs (for example tokens get generators plus payoffs; control gets answers plus a draw engine plus a compact way to win) before adding flexible value — so a generated deck reads like it has a gameplan rather than a pile of individually-good cards. Commanders without a strong archetype match keep the previous balanced build.
Deck detail can now show a small advisory panel for cards you already own that may be easy to underrate for the commander. The panel only appears when the feature flag is enabled, keeps the suggestions occasional, and explains each pick in plain language instead of claiming you need to rebuild the deck.
ManaCurve now has a calibration harness for the fast pod simulator that compares its deck-strength ranking against independent Forge ground truth, keeps held-out decks separate from tuning, and fails closed when coverage or agreement is not strong enough. The interaction and combo models remain off by default until that trust report is robust enough for human review.
ManaCurve now recognizes additional deterministic combo packages such as Deadeye with Peregrine Drake, Mindcrank with Duskmantle Guildmage, Reveillark with Saffi and Altar, and Grave Titan with Nim Deathmantle. These are true infinite or kill lines, not loose synergy piles, so higher-power combo checks can trust them as real finishes.
ManaCurve can now run a broad set of fair, bracket-labeled Commander decks through the independent Forge rules engine and save win-rate rankings plus play traces. This gives future simulator and generator tuning a stronger outside reference instead of relying only on our own scoring signals.
ManaCurve now uses a generated combo package library mined from Moxfield co-occurrence and Commander Spellbook wins. Higher-powered generated decks and the pod simulator can recognize more compact finishes such as Godo with Helm, Malcolm with Glint-Horn, Bloodchief with Mindcrank, and other repeatedly evidenced lines, while staple piles stay muted unless they contain an actual combo.
Deck generation now learns land counts, ramp, draw, interaction, creature density, and mana curve from real Moxfield and Archidekt lists for the same commander, bracket, and budget. When the evidence is strong, a commander with a creature-heavy plan and a control commander no longer start from the same generic composition targets; when the evidence is thin, ManaCurve falls back to the old bracket defaults.
ManaCurve now looks at Moxfield, Archidekt, and EDHREC land data for the commander before choosing utility lands. When there is enough evidence, cards like Cavern of Souls, Nykthos, The World Tree, Field of the Dead, and commander-specific fixing can move up because real lists for that commander actually play them. Thin data still falls back to the previous manabase rules, and budget plus max-card-price limits still apply.
The deck generator's pool options now say plainly what they build from. All Cards (Catalog) builds from every Commander-legal card — not just the ones you own — while My Collection uses only cards you have. When you're in Collection mode, a hint points you to the all-cards option, so you're never left wondering why a build only used your own cards.
You said: unable to build me a deck from all of the magic cards in the world not just my collection
Building in Collection pool mode no longer dead-ends when the commander isn't in your collection. Your commander is the deck's identity — it lives in the command zone, not among the 99 — so ManaCurve now builds the rest of the deck from your available cards and simply notes that you don't own the commander yet, instead of blocking the build at the final step.
You said: wont generate my deck tried 6 times
Catalog generation now uses a compact multi-source model built from Moxfield, Archidekt, and EDHREC data. When a commander has enough evidence, ManaCurve steers picks toward cards that real decks agree on, with EDHREC synergy helping commander-specific cards beat generic staples. The consensus pull now works in mid-power decks without crossing bracket caps, and tight-budget lists reserve enough room for real nonland cards and cheap fixing instead of spending themselves into piles of basics.
Higher-powered generation now looks for complete combo and engine packages instead of sprinkling in isolated combo pieces. ManaCurve combines Commander Spellbook, real Moxfield co-occurrence patterns, and card-text relationships, then adds package tutors and enablers only when the needed core pieces fit the commander, bracket, colors, and budget.
Deck generation now gives land slots more context from the commander and chosen shell. Low-budget lists make more room for cheap utility lands like Command Tower, Reliquary Tower, Access Tunnel, Castle Embereth, artifact lands, and landfall support while still respecting total budget and max card price caps. Higher-bracket lists can reach for premium fixing and utility such as Ancient Tomb, Boseiju, Otawara, original duals, and other expensive lands when the budget allows.
Catalog and Hybrid generation now price cards from their cheapest paper printing instead of a mostly empty oracle field. Max card price caps catch expensive reserve-list cards and dual lands, and uncapped generation has a soft affordability check so pricey staples and lands are less likely to crowd out budget-friendly picks.
Catalog generation now uses the universal scorer weights from the latest archetype search, so default decks should feel markedly more synergistic and archetype-coherent across go-wide, spellslinger, aristocrats, recursion, superfriends, ninjutsu, artifacts, enchantress, and voltron shells. Landfall tuning is still coming separately.
When Catalog or Hybrid generation has a maximum card price, cards without a confirmed market price no longer count as free. ManaCurve now looks for prices on other printings first, then excludes still-unknown cards under the cap and says when that happened. Deck price estimates also call out any included nonbasic cards whose prices are unknown.
Deck generation now labels the finished list from its actual speed, consistency, interaction, resilience, and synergy signals. Game changers still matter for bracket caps, but the generator no longer treats missing game changers as a reason a tuned deck cannot be B4. When a collection build lands below the requested bracket, the report says what the deck plays as and points at the power signals to improve.
Deck detail and public share pages now include a Why this card? view for visible deck cards. The explanation is computed from deck evidence like role signals, commander-plan fit, strategy graph links, combo detection, and card text, with cautious confidence when the evidence is thin. Public shares hide collection and budget-only reasoning.
Commander intent now needs clearer draw-timing evidence before treating a commander as a spellslinger plan. Landfall commanders that draw from extra land drops stay focused on lands, so generated deck reasons and upcoming card rationale copy do not describe the plan as spell chaining just because the commander draws a card.
Deck generation now shares the same commander-plan vocabulary as the deck strategy graph. Commanders whose text points at a clear plan, like Vampire typal tokens, landfall, graveyard recursion, Treasure exile-casting, or proliferate counters, can steer the generated shell and card picks locally even when external synergy lookups are unavailable. Pick reasons also show that intent directly, so the result can explain why on-plan cards made the list.
The Opening Hand percentage on deck detail was showing 0% or 100% for many healthy decks because the simulation drew the same hand every time instead of sampling. It now deals your deck repeatedly with real variation, so a normal 36-land build reads a realistic keepable rate in the high 60s to 70s instead of a contradictory 0%.
You said: Opening Hand 0% while early play is 100% — that's internally contradictory.
If the collection value history machinery hits an internal error right after an import or quick-add saves your cards, the save now completes and reports success instead of returning a server error. Value history catches up on its own; your cards were never at risk, but the old error made it look like the import failed.
When an import row has no collector number or exact ID, ManaCurve now matches the regular booster printing of that set instead of an arbitrary variant. Previously a name-plus-set row could silently match a showcase or serialized printing and inflate your collection value with a treatment you may not own.
The collection header now reads like a plain fraction — 50 of 2,372 cards shown — instead of stacking a plus sign on top of the total, and both numbers get thousands separators.
Hybrid and Catalog generation now show budget controls up front. You can set a total deck budget and a maximum price for any single card ManaCurve would need you to acquire, and upgrade plans respect the same cap while explaining when expensive staples or combo pieces were skipped.
Collection imports now keep a durable list of rows that did not become copies, group them by reason, and offer a skipped-rows CSV with your original import columns plus the explanation. Deckbox rows with a blank Count now call that out directly instead of disappearing from the result summary.
You said: Imported 4586/5258 rows • 5824 copies. Wish there was more feedback as to why rows were skipped.
The collection value compiler now handles thousands of owned cards and hundreds of thousands of market-history rows without overflowing, so the Value tab can build real multi-day history from the exact printings you own. Empty chart copy also distinguishes a collection with cards from a truly empty collection.
You said: The core promise ('graph renders immediately with available market history') is not yet true anywhere. Make it true.
Deck views now treat basic lands as unlimited basics instead of separate owned printings. If your Swamps, Islands, or snow basics come from several sets, the editor, deck detail, grid, and public share views show one row with the total quantity.
The Stats dashboard now falls back to your live collection value if the new precomputed trend table is still catching up during a production rollout, instead of showing a server error.
You said: Verify /api/health, /collection Value tab, and /stats after deploy — live-verify before declaring the phase done.
Beta feedback now has a full lifecycle. You can see your own submissions and where they stand, implemented items can point back to the changelog entry that shipped them, and admins have faster tools for keeping the loop current.
The collection value chart is no longer a Pro-only surface. ManaCurve now reads prebuilt daily trend points, appends today's live value, and describes the chart as the value of your current holdings over time, so large collections get a faster, more honest market history view.
You said: Full collection history becomes a core/free feature. Pro keeps alerts, automation, and deeper analytics.
Collection value history now falls back gracefully while the new trend table is still rolling out. Instead of failing when that table has not appeared yet, ManaCurve keeps using the available snapshot data until the prebuilt history is ready.
ManaCurve now uses Commander Spellbook more proactively when the bracket and request call for it. Higher-powered generation can look for compact on-plan win lines, while upgrade plans can surface a Win Path Unlock when your current deck is one owned card away from a confirmed combo. Lower-power requests still stay restrained unless you ask for combo directly.
You said: Spellbook's ability to find Potential Combos could be a really great thing to consider for our deckbuilder / generator and upgrade planner.
The upgrade planner now reads the generator's newer role language before suggesting swaps. It is more careful about preserving scarce ramp, draw, interaction, protection, and real win-condition slots, so an upgrade path should not trade away the one card that actually closes the game just to add another value engine.
You said: Those changes should also apply to the logic within the upgrade planner.
The Collection Leaders list now ranks by the highest individual copy value instead of letting a pile of low-value duplicates outrank truly expensive cards. Bulk stacks still count toward your total collection value, but they no longer crowd out your best singles.
You said: I just want highest value SINGLE CARDS, not the total value of all of my bulk commons.
The Stats dashboard now uses bounded daily snapshot rows for its value pulse instead of doing heavy value-history compilation while the page loads, so large collections can open the dashboard without tripping the known trend-builder crash.
You said: The /stats crash needs fixture-first reproduction, and the recursive getCollectionValueTrend must be understood.
ManaCurve now has regression coverage proving owned collection value is based on the exact printing and finish you imported, not just the card name. If an owned printing is missing a market price, it stays unpriced instead of borrowing a broad card-level estimate, so totals are more honest while price history work continues.
You said: We need to ensure this plan is able to recognize WHICH version of a card to seek value for.
ManaCurve was already finding concrete combo lines; now the combo panel proves what it checked. Detected Combos counts confirmed lines separately from loose synergy packages, empty results say how many Commander Spellbook and curated packages were checked, setup-heavy infinite lines stay labeled as infinite, and incomplete enrichment is called out instead of pretending nothing was found.
You said: Decks that plausibly contain combos show No combos detected and No complete combo packages.
The card-art collage now lives only on the sign-in page; app pages sit on a clean dark canvas so panels and text stay readable. Every panel has one small info button that explains all of its numbers at once instead of a question mark hovering next to each stat. Delete Deck moved into the Actions tab where destructive things belong, the generated-deck details collapsed into a single line, and the collection's delete-everything controls are tucked behind a disclosure.
You said: Formatting is not all standardized and clean, text is not always readable, and the chips are obvious.
Clicking the ManaCurve logo from What's new now sends signed-in players back to their collection instead of the public homepage. The homepage also recognizes active sessions, so returning there no longer looks like you have to log in again.
You said: Clicking what's new while logged in, then clicking the main ManaCurve logo takes us back to the main page and makes me log in again.
The beta feedback popup can now be moved around on desktop, and the page behind it stays visible and usable while you write. Deck Strategy card popups also keep the section title in view, so it is easier to remember which part of the strategy you opened.
You said: Allow me to move the feedback popup around the screen to where I want it. Allow the background to be undimmed and clickable so I can see it better.
Plain card names across deck overview, analysis, public shared decks, and generator reports now open the existing card view. When ManaCurve mentions a card, you can inspect it without hunting for the image somewhere else on the page.
You said: Whenever there is a card named, it should be clickable to show the card.
ManaCurve is stricter about what counts as a real closer. Generic support cards and loose theme density do less work now; a deck needs cards that can actually end the game, create a credible clock, drain the table, overrun, evade, or assemble a near-deterministic combo before the Win Plan tile calls it ready.
Vren, the Relentless and similar commanders are now understood through their actual play pattern: removal pressure, death/exile replacement effects, and token payoff. That means the generator is less likely to shrug at a commander just because the card does not use the obvious deck-building words.
Deck Strategy no longer calls a list Combo when the final analysis found no concrete combos. Strategy labels, graph paths, and win-condition copy now lean on the same evidence as the combo section, so the overview and analysis stop disagreeing with each other.
You said: Labeled Combo with 0 detected combos.
The scored and derived numbers now have small info buttons on deck detail, shared deck, and generator result surfaces. Power, bracket, foundation, opening hand, win plan, radar axes, role health, and similar metrics explain what they measure and how to read them without making the page heavier.
Collection pages now load from the cards you actually own instead of walking broad catalog data first, and decks/collections show loading states instead of briefly pretending they are empty. Large CSV imports also move in bigger, safer chunks with resumable session support, so a big paper collection is less likely to stall halfway through.