New Deck now opens a blank Deck Builder instead of restoring the last saved deck, while warning before starting fresh or opening another deck would discard meaningful browser-draft work.
Simulator Trash and Banished actions can now return the chosen Champion to an empty Champion Zone, including for effects such as Hallowed Tomb.
Simulator match logs now keep face-down card identities hidden when those cards move between battlefields.
Saved-deck loading in the Simulator now uses a neutral status treatment instead of appearing as an error.
Simulator unit counters now start white counters at the unit's printed Might, and their controls stay pinned in place on exhausted units while adding or removing counters during an active Chain.
Changelog
Week 33
Aug 10–16, 2026
Player-authorized spectators can now see the shared hand immediately in Standard Duel.
Deck wallpaper exports now offer native 1080p, 1440p, and 4K images, a larger live preview with compact controls, and Main Deck grouping and sorting with balanced rows joined by unified category connectors.
The Simulator lobby now separates Quick Match, private Host and Solo play, and room-code entry into clearer compact sections with equal-width Host and Solo actions.
Private Simulator games now let players and spectators return to one shared fresh lobby from the Leave menu or a returned-player notice, while simultaneous Leave Game choices stay excluded.
Command-K now opens fuzzy card search from any Rift Atlas page, visible shortcut buttons beside card search open it with a click, header and Command-K suggestions preview artwork on wide screens, and selected cards display without leaving the current screen.
Deck Peek, Trash, and Banished card actions now appear when hovering with a mouse or trackpad on touch-capable devices.
Simulator match logs now separate actions by turn, use icons or neutral markers to identify activity, pair card mentions with cropped artwork, and break compact payment totals down by floating resources, exhausted runes, cards, Gold, and recycled runes.
Simulator Chain history now uses a compact, horizontally scrollable newest-first artwork strip with card previews shown outside the sidebar on hover, and Solo Play can resolve an opponent-owned top Chain entry directly as its owner.
Expired rooms now clear stale tabs; interrupted sign-in recovery offers Return to lobby, brief reconnects stay silent, and sustained outages are shown instead of reconnecting indefinitely.
2v2 setup now rolls initiative by team, lets either member of the winning team choose any player to start, and preserves resolved initiative and the first-player choice when a deck changes during battlefield selection.
Card artwork no longer shows dark backing frames through transparent rounded corners in card details, browsing, deck building, Sealed reveals, community previews, simulator deck previews, and exported wallpapers.
Multiplayer inputs are no longer dropped when several players act at the same time during busy turns.
Active Simulator rooms now pause through sign-in interruptions and reconnect in place instead of returning players to the lobby.
Card browser header and filter controls stay opaque while cards scroll beneath them.
Animated setup dice stay consistently sized and label-free in Duel, while multiplayer uses compact You/P# and username cues instead of detached nameplates.
Best-of-3 battlefield setup now shows both players the correct number of remaining choices in Games 2 and 3 without revealing locked picks.
Showdown popups use compact state colors and show Q/W hotkeys on required actions; in multiplayer, open fields have no phantom defender, entering opponents become blocking defenders, bystanders get optional passes, and Chain approvals identify each responder.
Multiplayer battlefields no longer show setup-contributor P-tags that could be mistaken for current control.
Showdowns and the Chain remain independently usable; Beginning keeps them open, End Turn settles them, and Unit tokens or duplicates do not open new Showdowns.
Recorded results do not cover or freeze the table; Solo Play can advance either controlled seat without switching views.
Duel, Solo Play, and Goldfish now preserve negative score corrections, stop automatic points at the target, and do not declare a score winner during Cleanup.
Mulligans stay simultaneous and return selected cards to the protected deck bottom before drawing replacements.
2v2 allows face-up Unit plays and non-Unit moves beside a teammate; ally-only Units do not start combat, and a non-combat Showdown can open after the teammate leaves.
Hidden Gear uses the normal reveal-to-Base and Equip controls; Reveal to Opponent changes visibility only.
Lobby actions align or stack with the available panel width.
Release Sealed pack opening: Choose Vendetta Sealed or either Pre-Rift format, open its products, then build from the generated pool.
Homepage and header searches now suggest fuzzy card-name matches with cropped art.
Sealed Quick Match keeps the deck registered to a restored search, even if another draft is selected while the match connects.
Hidden Gear stays face down when played to a battlefield, and Edge of Night can attach to a controlled Unit there when played from face down.
After a game ends, players can continue using the board without changing the recorded winner.
Battlefield setup lets each eligible contributor choose a registered battlefield or use Random in Duel, free-for-all, and 2v2 games.
Incoming card pings now play one sound per ping, including while the board updates or the match reconnects.
Legal saved and published decks are rechecked after Standard ban updates instead of appearing Incomplete until edited.
Simulator games again allow simultaneous mulligans and let any player use the Chain; ending the turn resolves its remaining entries and closes the active Showdown.
Multiplayer Showdowns now identify both combatants and the Focus holder in a compact battlefield popup with smaller, clearer actions.