Everything DeckCraft can express, with an honest status. Switching a capability on makes it authorable; only implemented ones can actually be run by the simulator. Nothing here is per-game — these are platform-wide.
The only operations that change state. Implemented in PHP; never authorable.
move_cards
reorder_zone
adjust_tracker
set_card_state
create_destroy_card
advance_flow
modifier
Named bundles of primitives. Pure data — new ones need no engine work.
play_card
buy_card
draw_cards
discard_cards
move_zone
attack
pass
end_phase
use_ability
shuffle_back
Capabilities of the platform as a whole.
effect_triggers
win_conditions
unified_trackers
structured_zones
seeded_replay
card_abilities
teams
tokens
custom_legality
hidden_information
resolution_stack
continuous_effects
card_text_rewriting
simultaneous_phases