Combo error
Combo play is hindered by an inefficient user interface. The game has to think too hard about user inputs and has a hard time displaying and reacting to large boardstates and hand sizes(any amount longer than the screen and greater than about 15 respectively). This makes cards like Chulane teller of tales and Peer into the Abyss either difficult to use, or usable in a way that wouldn’t be feasible in paper play(casting peer into the abyss on your opponent so that they time out and lose the game without being able to make plays. Moving the interactable pieces on the board to the main portion of the screen and not showing unplayable cards in hand could effectively reduce this problem. Alternatively, introducing a mechanic that allows users to select one input for a number of triggers or casts in a loop a set number of times could also resolve this(in cases like tireless provisioner where there is an option per trigger or like the birgi grinning ignus combo where the cast can occur ad nauseum). Utilizing these mechanics could effectively reduce the stress on the servers as well because the visuals can be shortcut to just one loop aspect, or a blinking card visual. I’m a little new to coding in general, but I know if you make your process do the fewest number of calculations it will reduce the strain.