Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/phase-rs/phase/add-interactive-effectnpx skills add phase-rs/phase --skill add-interactive-effectgit clone --depth 1 https://github.com/phase-rs/phaseWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00055 | $0.06081 |
| Opus 5 | $0.00028 | $0.03040 |
| Sonnet 5 | $0.00011 | $0.01216 |
| Haiku 4.5 | $0.00006 | $0.00608 |
Grade A, and why
add-interactive-effect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 408 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Adding an Interactive Effect
Interactive effects pause game resolution to wait for player input, then resume. Examples: Scry (choose top/bottom), Dig (choose cards to keep), Surveil (choose graveyard/library), Search (choose from library), Reveal+Choose (pick opponent's card).
The core mechanism is the continuation pattern: resolve_ability_chain() detects a waiting state, stashes remaining sub-abilities in pending_continuation, and returns. When the player responds, engine.rs resumes the chain.
Before you start: Trace Scry end-to-end as the simplest example:
- Resolver:
effects/scry.rs— setsWaitingFor::ScryChoice - Engine handler:
engine.rs—(WaitingFor::ScryChoice, GameAction::SelectCards)arm - Continuation:
pending_continuationresumed after player selects - AI:
legal_actions.rs— generates legal card selections - Frontend:
CardChoiceModal→ScryModal
CR Verification Rule: Every CR number in annotations MUST be verified by grepping
docs/MagicCompRules.txtbefore writing. Do NOT rely on memory — 701.x and 702.x numbers are arbitrary sequential assignments that LLMs consistently hallucinate. Rungrep -n "^701.22" docs/MagicCompRules.txt(etc.) for every number. If you cannot find it, do not write the annotation.
The Continuation Pattern
This is the most important architectural concept for interactive effects.
Problem
A card says "Scry 2, then draw a card." This is parsed as Scry { count: 2 } with sub_ability: Draw { count: 1 }. But Scry requires player input — the engine can't just barrel through to Draw.
Solution: pending_continuation
resolve_ability_chain(ability) called:
↓
resolve_effect(Scry) → sets state.waiting_for = ScryChoice
↓
resolve_ability_chain detects waiting state:
Has sub_ability (Draw)?
YES → store as state.pending_continuation
Return Ok(()) — chain paused
↓
[Player makes scry selection via GameAction::SelectCards]
↓
engine.rs handler processes the selection
↓
Check state.pending_continuation.take():
Some(continuation) → resolve_ability_chain(continuation)
None → return to Priority
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 408 lines · 55 tokens per session scan A 05e5854404b6
add-interactive-effect is a skill published in the GitHub repository phase-rs/phase (259 stars, last pushed 2d ago), licensed Apache-2.0. It adds 55 tokens to every session and 6,081 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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