The whole game, explained like you're five. Pictures included.
đ¯ The 20-second version
Wobin's Wumble is a card duel. You and another player each have a Hero with 500 health. You take turns putting little fighters (Wobins) on the table and casting spells. First Hero to hit 0 health loses.
đ
1. ConnectShow the game which Wobins and Spell Cards are in your wallet.
đ°
2. Host or joinOpen a table yourself, or sit at someone else's.
đ
3. Build a deck1 Hero + 5 to 8 Wobins + Spells. Always 30 cards plus the Hero.
âī¸
4. DuelPlay cards, attack, and knock the other Hero down to 0.
In Wobin's words: it's like a playground sword-fight, but with trading cards. You bring your best cards, take turns, and whoever's leader runs out of health first loses.
Two big rules to know up front. (1) You can wager WOBIN on a game — or play a free "friendly" one. (2) Every Spell Card in your deck is burned when the match starts, whether you cast it or not. Both are explained in plain words below. Jump to Wagers or What gets burned. A few pieces are still being switched on, so there's an honest checklist at the bottom.
đ What you need before you start
đŽ Just want to try it? Open Wobin's Wumble on the world map and choose Practice Mode. It's free, needs no wallet, and every Spell Card and a full roster of Wobins are unlocked. You play against the AI bot — nothing is spent, burned or won. Everything below is about Live Matches.
In Live Matches you play with your own cards — the cards in your wallet are your deck. You'll need:
A crypto wallet that works with Robinhood Chain (like MetaMask). Think of it as your backpack.
At least 6 Wobin NFTs — 1 to be your Hero and 5 to fight beside it. (Wobins get their tier when they're revealed at Fowest.)
Enough Spell Cards to fill a deck. That's 22 to 25 Spells depending on how many Wobins you bring. You can only carry 2 copies of a spell (just 1 of each Legendary), so you need a decent variety. Spell Cards are bought in the Spell Store with WOLD.
WOBIN tokens — only if you want to play a wagered game. Friendly games cost nothing.
In Wobin's words: no cards, no game. The game only lets you use cards you really own, and it greys out the ones you don't.
đģ The battle board is built for a computer or tablet screen. A big screen makes it much easier to read the cards.
1 Connect your wallet
Open Wobin's Wumble. The first thing you see is a gate: you have to connect a wallet to get in. Press Connect Wallet, and your wallet pops up asking permission. Say yes.
The gate. One button: Connect Wallet.
In Wobin's words: connecting is like opening your backpack so the game can peek at your cards. It only looks — it doesn't take anything out.
Once it loads your Wobins and Spells, it takes you straight to the lobby. If your wallet has fewer than 6 Wobins, the lobby tells you so and the Host/Join buttons stay switched off. To leave, press Disconnect in the lobby.
2 The lobby: the server list
The lobby is the town square. On the left is the Server List — every game that's open and waiting for an opponent. On the right is where you host your own.
The lobby. Three open games, and the Host a Game panel.
Your wallet. Your shortened address and how many Wobins the game found.
Lobby badge. Says "Wumble server" when you are connected to the shared online lobby — see the note below.
The server list. Each row is one open game: its name, who's hosting, their Hero, how many Wobins and Spells, and how long ago it was made.
View Deck. Peek at the host's whole deck before you decide. (See step 4.)
Join. Sit down at that table.
Wager. How much WOBIN each player puts in. "Friendly" means nothing is wagered.
Refresh. Updates the list. It also refreshes by itself every few seconds.
About the lobby badge: the server list is shared — everyone who opens Wobin's Wumble sees the same open games, and a game you host shows up for everyone. If the lobby ever says it can't reach the server, it keeps retrying by itself; give it a moment (or refresh). See the checklist at the bottom.
3 Hosting a game
Want to be the one who opens the table? Use the Host a Game panel.
The host settings.
Game name. Anything you like, up to 28 letters.
Wager per player. Press Friendly (no wager), one of the amounts (25k, 50k, 75k, 100k), or press Custom and type your own. Allowed: 0, or at least 25,000 WOBIN each -- there is no maximum.
Pot summary. Updates as you pick: the pot, the 2% that gets burned, and what the winner takes.
Host Game → Build Deck. Takes you to the deck builder.
The heads-up. Reminds you that a wager is real WOBIN, held by the escrow contract until the match ends.
After you build your deck (see step 5), the button says Create Game & Lock 25 Spells. Press it and your game appears on the server list.
Your game is listed and waiting. You can cancel any time.
In Wobin's words: hosting is like putting your name on a table at the game shop. Anyone can walk past, look at your cards, and sit down if they like what they see.
What "Lock" means: the Spell Cards in your hosted deck are set aside so you can't use them somewhere else. If someone joins, they're burned. If you cancel (or the game runs out of time, or you disconnect), they're given back. More in What gets burned.
When someone challenges you
A window pops up on your screen when a player joins your table. You can look at their deck, then press Accept or Decline. You have 5 minutes to answer once their stake is locked in — if you don't, the challenge is cancelled, they get everything back, and your table is closed (just list it again). Declining keeps your table open for the next challenger.
Alert sound: to host a Live Match you first have to press I agree to a challenge alert (browsers only allow sound after you say yes; if you say no, the game isn't hosted). From then on, a sound plays on repeat the moment someone challenges your table — even if you're in another tab — until you accept, decline, or the challenge runs out. It can't be silenced, so keep the page open and your volume up.
4 Joining a game (and peeking at the host's deck)
See a game you like? First press View Deck. You'll see everything the host is bringing — before you commit to anything.
The host's deck, open in a popup.
Who and how much. The host, the wager, and what the winner would take home.
The Hero. The leader. Its tier decides its special move (see Hero moves).
The Wobins. The little blue circle is the mana cost; the numbers are HP, Speed and Attack.
Join This Game. Happy with what you see? Sit down.
Scroll down inside the popup to see the host's Spell Cards too, with how many copies of each:
Scouting the host's spells.
In Wobin's words: it's like peeking at the other player's cards before you agree to play. If their deck looks scary, you can pick a different table.
Pressing Join
Press Join (or Join This Game in the popup) and you go to the deck builder to choose your deck. A yellow reminder shows the burn rule, and you can reopen the host's deck any time with View Host Deck:
The burn reminder. Every Spell in your deck is burned the moment the match starts.
View Host Deck. Look at what you're facing, as many times as you like.
The button tells you exactly how many Spells will burn. Once your deck is ready and you press it, the match starts.
If someone else grabs the game while you're building, the lobby tells you "That game was just taken or cancelled" — pick another one.
The 5-minute accept rule
When you join a game you're challenging the host. Here's the order things happen in:
You lock in first. Your wager and your deck's Spell Cards go into the escrow contract. A countdown shows how long you have to do that.
The host gets 5 minutes to accept. They see your deck and your wager, and they can Accept (by locking in theirs) or Decline. The clock starts the moment your stake is locked.
If they accept, the match starts and both Spell decks are burned.
If they decline, or don't answer in 5 minutes, the challenge is cancelled. Press Withdraw and your wager and Spell Cards come back to you — every one of them, no fee. You can also cancel yourself any time before the host accepts.
In Wobin's words: you put your coins and cards on the table and wait for the host to say yes. If they take too long, you just pick everything back up — nothing is burned until both of you have said yes.
5 Building your deck
Your deck is the team you bring to the fight. It's always built the same way:
1Hero Wobin
+
5–8Wobins
+
22–25Spell Cards
=
31cards in all
The Wobins and Spells always add up to exactly 30. Pick 5 Wobins and you need 25 Spells; pick 8 and you need 22. The Hero is the extra one.
The deck builder.
The table banner. Which game you're hosting or joining, the wager, and the burn rule.
Choose your Hero. Click one Wobin. Its tier picks your Hero's special move, shown under its picture.
The deck counter. Cards picked so far. It turns green and says "Deck ready." when you're done.
The big button. Greyed out until the deck is exactly right, so you can't get it wrong.
Back to Lobby. Changed your mind? Go back, nothing is spent.
Pick 5 to 8 Wobins
Click Wobins to add or remove them. The Hero can't also be a Wobin.
The blue number on each card is its mana cost to play. Bringing fewer Wobins means more Spells (more tricks, fewer fighters).
Fill the rest with Spell Cards
Spell Cards: yours are bright, ones you don't own are greyed out.
Click a card to add a copy. Click it again once it's maxed to remove it. Shift-click removes just one copy.
The "You own 2" note shows how many you have. You can never bring more than you own.
Limits: 2 copies of most cards, 1 copy of each Legendary.
A counter tells you how many slots are left to fill.
Remember: every Spell you put in the deck is burned when the match starts. Only bring the Spells you're happy to spend. The ones you leave out are safe in your wallet.
đ° Wagers, explained simply
A wager is a bet between the two players: whoever wins the match takes the prize.
đ§
Youput in 40,000
+
đ§âđ¤
Your opponentputs in 40,000
=
đē
The pot80,000 WOBIN
→
đĨ
2% is burned1,600 gone forever
→
đ
Winner gets78,400
Try it yourself
Each player puts in:
The rules
The host picks the amount when making the game. It's per player: both of you put in the same amount.
Allowed amounts: Friendly (0), or at least 25,000 WOBIN each. The quick buttons go up to 100,000; press Custom to type any bigger amount (there is no maximum). The whole pot is double what each player puts in.
The platform keeps 2% of the pot, and that 2% is burned (sent to the dead address, gone forever). It is not paid to anyone.
The winner takes the other 98%.
You always see the wager before you join: it's in the server list, in the deck-preview popup, and at the top of the deck builder.
In Wobin's words: you and a friend each put 40 tokens in a jar. Whoever wins gets the jar, except a tiny piece (2%) gets thrown in a fire as the "table fee". A friendly game is just playing for fun with an empty jar.
Live now — and brand new, so start small. Wagers are real WOBIN: each player locks their wager into an escrow contract on the chain, and the contract pays the winner automatically (a draw returns both wagers). Nobody, including us, can reach into the pot while a match is running. The contract has had an automated security scan but not a full human audit yet, so try a Friendly game or a small wager first.
đ Won a wager match? Claim your winnings within 3 hours. The winner is paid when the signed result is submitted to the chain — the Claim my winnings button on the victory screen does that for you. If you close the page (or your browser) before claiming, nothing is lost: come back to Live Matches with the same wallet and a green banner at the top of the lobby lists every win you haven't claimed, each with a countdown and a Claim winnings button. The window closes 3 hours after the match started. After that the match can only be refunded: each player gets their own wager back (no fee), the banner turns into a Refund wagers button, and the winner no longer receives the opponent's wager. Your Spell cards are burned either way. Anyone can submit a result, but the payout always goes to the winner's wallet.
đĨ What gets burned
The rule is short: every Spell Card in the deck you bring is burned when the match starts — whether you cast it or not.
Your wallet before the match
deckNudgedeckQuick NockdeckCaltropsSalveFrostCall
→
The moment the match starts
burnedburnedburnedkeptkeptkept
(A pretend wallet with 6 cards. Only the 3 in the deck are burned. A real deck has 22 to 25 Spells.)
What
What happens
The Spell Cards in your deck
Burned when the match starts. Cast them or not — they're gone either way.
Spell Cards you did not put in the deck
Kept. Totally safe in your wallet.
Your Wobins and your Hero
Never burned. They're NFTs; only Spells burn. A Wobin that "dies" in a match comes back for the next one.
Spells you pick up during a match (Discover, Steal, etc.)
Not yours, so nothing extra burns. Only the deck you brought.
In Wobin's words: imagine each player has to spend their spell cards to sit at the table. Because everyone spends their spells, nobody can hoard a secret stash and win just by being richer. It's fair for everybody: it's an even playing field.
If you're the host
đ
You list the gameYour deck's Spells are locked đ
→
đ
Someone joinsThey're burned đĨ
or
âŠī¸
You cancel / it expires / you disconnectThey're given back
So a host can't be stuck waiting with their cards gone. The burn only happens once there's a real opponent.
What you see after the match
Spells burned. The Spells from your deck, with how many of each.
Kept. Every other Spell in your wallet, and all your Wobins.
Burn list. The exact list the burn contract will use. You can copy it with Copy burn list.
Two different "burns" — don't mix them up! đĨ Burn the status effect (Flame Shot's damage over time) is just something that happens to a Wobin during a match. Burned cards are Spell Cards permanently destroyed out of your wallet. This section is about the second one.
Live now. The game works out the burn list for every match, and the game contract really removes those Spell Cards from your wallet the moment both players have locked in. They are gone for good, so only bring Spells you are happy to burn.
đēī¸ A tour of the battle board
Once the match starts you see the board. Your side is at the bottom, your opponent's at the top. You go first.
The battle board, mid-match.
The enemy Hero and its health bar (440/500 here). Bring it to 0 and you win.
The enemy's Wobins. The fighters they've put on the table.
Your Wobins. The fighters you've put on the table (up to 7).
Your Hero. Click its portrait to swing your weapon. Its health bar is at the bottom of the frame.
Your mana. Energy to spend this turn (6 of 6 here).
End Turn. Press it when you're finished.
Your deck & hand. Click the stack of cards to fan them out and pick one. The number is how many cards you're holding (max 10).
Hero Power. The round button next to your Hero. Costs 2 mana.
Recent plays. A running log of what just happened.
Turn timer. You get 30 seconds a turn. It's under the "Your Turn" banner.
Each Wobin on the board shows three numbers: HP on top, Speed bottom-left, Attack bottom-right.
đ Taking your turn
đ´
1. DrawYou get 1 random card, automatically.
đ§
2. Get mana1 more than last turn (max 10).
đ
3. Play cardsWobins to fight, Spells for tricks.
đĄī¸
4. AttackYour Wobins and your Hero.
âī¸
5. End turnPress End Turn, or let it end itself.
Mana: your energy
Mana is just "energy points" for playing cards. You start with 1 and gain 1 more every turn, up to 10. Leftover mana doesn't carry over.
1
2
3
4
5
…
10
Turn 1 you have 1 energy, turn 5 you have 5, and so on. The blue number on a card is its cost. You start the match holding 3 cards.
Playing a card from your hand
Your hand, with one card hovered.
The big readout. Hover over any card and its name, cost, rarity and full text pop up in large, bold writing.
Your cards. Click one to play it. A Wobin goes straight onto your side. A Spell either happens right away or asks you to click a target.
Cancel. Close the hand without playing anything.
Attacking
Click one of your Wobins that's ready (it glows). Red boxes show who you're allowed to hit — click one:
The red boxes mark what you can attack.
A Wobin can't attack the turn you play it (it needs to "wake up" first). The exception is a Wobin with Rush.
Each Wobin attacks once per turn.
If an enemy has Taunt, you have to hit that one first.
Attacking is free. It costs no mana.
In Wobin's words: cards cost energy, but swinging your sword is free. A new fighter needs one turn to catch its breath before it can swing.
Ending your turn
Press End Turn when you're done. If you've run out of mana and have nothing left to attack with, the turn ends by itself. And if you just stare at the screen, the 30-second timer ends it for you, so the game never gets stuck.
đĸ Wobins and tiers
Every Wobin has a tier (like a rarity). The colored frame tells you which tier it is. Higher tiers are stronger and cost more mana.
Common1 manaUncommon2 manaRare3 manaEpic5 manaLegendary7 mana
Tier
Mana to play
HP
Speed
Attack
Common
1
70–95
20–35
20–35
Uncommon
2
90–115
30–45
30–45
Rare
3
110–135
40–58
40–58
Epic
5
130–155
55–72
55–72
Legendary
7
150–180
68–85
68–85
HP (health): how much damage it can take before it dies.
Speed: how nimble it is. A faster Wobin can dodge a slower attacker's hit.
Attack: how much damage it deals when it hits.
Each Wobin NFT has its own numbers inside its tier's range, so no two are exactly alike. Your Hero is special: it always has 500 health, and its fighting numbers depend only on its tier (next sections).
Your Hero's look
CommonUncommonRareEpicLegendary
âī¸ Fighting and dodging
Combat is one-sided: the attacker hits, the defender takes it, and the defender does not hit back. If the defender's health hits 0, it dies.
In Wobin's words: whoever swings first gets a free hit. That's why going on the attack is usually a good idea.
Dodging
If your Wobin is faster than the one attacking it, it has a chance to dodge completely — no damage at all. The bigger the speed gap, the better the chance. Same speed or slower? No dodging.
Example: your Wobin has 29 Speed, the attacker has 27. That's a tiny gap, so only about a 4% chance to dodge. But 85 Speed against an attacker with 20? Roughly a 46% chance. Speed matters most when the gap is big.
Dodging only works in Wobin-versus-Wobin fights. Attacks on a Hero (and by a Hero) always land.
đ Your Hero's two moves
Your Hero isn't just a health bar. It can fight every turn in two ways, and you can do both in the same turn:
â Weapon Swing (free). Click your Hero's portrait, then click a target. No mana. Once per turn. The damage depends only on your Hero's tier.
⨠Hero Power (2 mana). Click the round button next to your Hero (number 8 on the board tour), then a target. A stronger move that's different for every tier. Once per turn.
Tier
Weapon Swing
Hero Power (2 mana)
What the Power does
Common
10 damage
Steel Strike
10 damage to any enemy Wobin or the enemy Hero.
Uncommon
6 damage
Flame Shot
6 damage now, plus đĨ Burn: 3 more damage at the start of your next 3 turns. Hits a Wobin or the Hero.
Rare
10 damage
Ice Shot
10 damage and Freezes the target so it can't attack on its next turn. Wobins only.
Epic
20 damage
Magic Bolt
20 damage that ignores a đĄ Shield, then arcs to a second random enemy for 7 more.
Legendary
50 damage
Chain Lightning
50 damage to a target, then gives one of your own Wobins Taunt with 50 bonus health. Then it needs to cool down for 3 of your turns.
Hero Powers count as spell-like effects: the target doesn't get to hit back, they ignore Taunt, but they can't pick a đģ Stealthed Wobin. Burn refreshes instead of stacking.
⨠Special powers (keywords)
Some Wobins get extra powers from Spell Cards. Here's what each one looks like on the board and what it means:
đĄ Shield
A glowing bubble. Blocks the very next hit completely, then pops and it's gone.
đ§ Taunt
A stone-and-steel plate. This Wobin stands in front of its friends: enemies have to hit it first. (Taunt from Hero Power or Sherwood Stand also gets bonus health.)
đģ Stealth
Faded and invisible to the enemy. Can't be attacked or targeted by spells until it attacks.
â Frozen
Frozen in ice for one turn. It can't attack, then it thaws out.
đ¤ Enrage
A red glow when hurt. Gets bonus Attack for as long as it's damaged. Heal it and the bonus goes away.
Silence
Wipes away all of a Wobin's buffs and powers, back to its plain base stats.
Rush
Lets a Wobin attack the very turn it arrives, skipping the usual wait.
Burn (status)
Damage over time from Flame Shot. A little extra damage at the start of several turns, then it fades. Not the same as burned cards.
đ All 30 Spell Cards
Each Spell does exactly one thing. The number in the blue bubble is its mana cost. Rarer usually means stronger. Press a rarity to filter.
1Wobin's Nudge
Common
Draw a card.
1Sherwood's Blessing
Common
Shield a friendly Wobin (blocks the next hit).
1Wobin's Sprint
Common
+25 Speed to a friendly Wobin until your next turn.
1Quick Nock
Common
Deal 12 damage to any Wobin.
1Sherwood Salve
Common
Heal a friendly Wobin or your Hero for 20.
2Fowest Ambush
Common
22 damage to an enemy Wobin -- 32 if it's at full health.
2Tavern Toast
Common
Heal your Hero for 15 and draw a card.
2Caltrops
Common
10 damage to every enemy Wobin.
2Cornered Beast
Common
Give a friendly Wobin Enrage (+20 Attack while hurt).
2Cloak of Sherwood
Uncommon
Turn a friendly Wobin invisible until it attacks.
2Sticky Fingers
Uncommon
Steal a random card from the opponent's hand.
3Fleet Boots
Uncommon
+30 Speed and lets it attack immediately (Rush) until your next turn.
3Fowest Scouts
Uncommon
Pick 1 of 3 random Wobins from your own deck to add to hand.
3Wottingham Toll
Uncommon
The opponent's next card costs 2 more mana.
3Gold Rush
Uncommon
Get 1 bonus energy point, just for this turn.
3Vampiric Arrow
Uncommon
20 damage to a Wobin or enemy Hero -- heal your Hero that much back.
3Moonlit Frost
Rare
Freeze an enemy Wobin for a turn and deal 10 damage.
3Bandit's Discovery
Rare
Pick 1 of 3 random Spell Cards to add to your hand.
3Silence the Guard
Rare
Strip an enemy Wobin of all its powers and buffs.
4Sheriff's Warrant
Rare
Instantly destroy an enemy Wobin, as long as its Attack is 35 or less.
4Poacher's Blade
Rare
30 damage to a Wobin -- if it dies, you get a free copy of it.
4Robber's Exchange
Rare
Toss your whole hand, then draw that many fresh cards.
4Wobin's Warcry
Rare
+12 Attack to every friendly Wobin, just for this turn.
4Fowest's Renewal
Epic
Heal every friendly Wobin and your Hero for 25.
4Wobin's Fortune
Epic
Draw 3 cards.
5Call of the Wobin
Epic
Bring back a Wobin that already died, straight to your hand.
5Sherwood Stand
Epic
Give every friendly Wobin Taunt with 50 bonus Health -- lasts until that Health is gone, not just until your next turn.
5Wottingham Volley
Epic
25 damage to every enemy Wobin.
7The Sheriff of Wottingham
Legendary
45 damage to the enemy Hero, AND 45 damage to every one of their Wobins.
8Heart of the Wobin King
Legendary
Fully heal your Hero, and give every friendly Wobin +25 Attack and +25 Health until your next turn.
Reminder: you can bring up to 2 copies of most Spells, and just 1 of each Legendary.
đ Winning (and losing)
Both Heroes start at 500 health. The moment either one hits 0, the match is over: the Hero left standing wins. If both hit 0 on the very same hit, it's a draw.
When it ends you'll see Victory!, Defeat or Draw! with the wager line and the Spell-burn summary. Press Back to Lobby to play again.
â Questions people ask
Do I lose my Wobins if I lose a match?
No. Your Wobins and Hero are NFTs and are never burned or taken. A Wobin that dies in a match is only "dead" for that match.
Do I lose my Spell Cards?
The Spells in the deck you bring are burned when the match starts, win or lose, cast or not. Spells you left out of the deck are untouched.
Why does it burn the whole deck instead of just the Spells I cast?
It makes the game fair and simple. Everybody pays the same price to sit down, so nobody wins just by hoarding. And there's nothing to track mid-match.
Do I need WOBIN tokens to play?
Only for a wagered game. A Friendly game costs nothing in WOBIN. (You still need your Wobin NFTs and Spell Cards, because those are your deck.)
Where does the 2% go?
It's burned — sent to the dead address and gone forever. It isn't paid to the platform or to anyone else.
What if the host cancels?
Nothing is lost. The host's locked Spells are given back and the game disappears from the list. If you were just browsing, nothing happened to you.
Can I see the other player's cards?
You can see the host's deck before you join (press View Deck). During the match you can't see their hand, just like in any card game.
Why won't my Wobin attack?
Usually one of these: it was just played (it has to wait a turn, unless it has Rush), it already attacked this turn, it's Frozen, or it's not your turn.
Why can't I click Host or Join?
Your wallet needs at least 6 Wobin NFTs (1 Hero + 5 Wobins). The lobby tells you if that's the problem.
Why is some of my deck greyed out?
Greyed-out Spells are ones you don't own. Greyed-out Wobins are already chosen as your Hero, or you've hit the 8-Wobin limit.
What's the biggest board and hand I can have?
Up to 7 Wobins on your side and 10 cards in your hand. If your hand is full when you draw, the extra card goes to the discard pile.
What does the lobby badge mean?
"Wumble server" means you are connected to the shared online lobby, so you see everyone's games and everyone sees yours. If it can't reach the server it says so and keeps retrying.
â What works today
We'd rather be honest than surprise you. Here's the real state of things:
Feature
Status
The simple version
Practice Mode (no wallet)
LIVE
Free play against the AI bot with every card unlocked. Open Wobin's Wumble on the map and choose Practice Mode.
Live Matches use your own cards
LIVE
You play with your own Wobins and Spell Cards.
Lobby, host & join, deck preview
LIVE
Works now, and the list is shared with every player.
Shared online server list
LIVE
The game server is running, so everyone sees everyone's open games.
Live matches between two humans
LIVE
Two real players, one referee server that checks every move and signs the result.
Wager amounts & pot math
LIVE
Shown, locked in escrow, and paid out by the contract.
Wagers actually moving WOBIN
LIVE — START SMALL
The escrow contract is deployed on the chain. It is brand new and has had an automated scan but no full human audit yet, so start with small wagers.
Spell burn rule & burn list
LIVE
The game works out what burns and shows it before you lock in.
Spells really removed from wallets
LIVE
The same contract burns both decks the moment both players lock in.
Everything above is switched on. This table is kept up to date as things change.