TCG Deck Engine
Deck builders use a different tool for every card game, and each game has different construction rules — deck sizes, copy limits, colour identity, leaders and bases. Nothing lets you physically lay cards out the way you would on a table.
A reusable deck-building engine where games are thin layers over a game-agnostic core: drag, stack, shuffle and fan real cards on a freeform canvas mat, search a local catalogue, and get live rule validation per format. One abstraction (the deck anchor) generalises MTG's commander to One Piece Leaders, Star Wars Unlimited Leader + Base pairs, and games with no anchor at all.
- Games supported
- 6 TCGs + a text-card workspace (7 in total)
- Local catalogue
- ~162k cards in SQL Server, synced from 6 data sources
- Tests passing
- 135 xUnit (engine, rules, zones, decklist parsing)
- MTG formats implemented
- 11, incl. Commander colour identity and Partner/Background variants
- Renderer
- custom Canvas2D engine, no JS frameworks
- Search
- faceted filters + a Scryfall-style text query DSL across all games
.NET 10 Blazor Server over a plain C# core library and a modular Canvas2D renderer, built in 50+ agent-driven iterations with headless-Chrome screenshots verifying each interactive change.