MCP server for interacting with the Scryfall MTG API
Multiplayer Agent is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
What it does
Make any browser game multiplayer and host it at a share link. No account needed to start.
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user --transport http multiplayer-agent-mcp 'https://api.multiplayeragent.com/mcp?src=registry'
# 2 — ask your agent for something these tools do
# create_game, list_games, set_game_name and 13 more
Multiplayer Agent costs nothing on mcprush: there is no plan to choose here, no cap to set and nothing mcprush can bill you for.
Collected from a public index. Nobody has claimed this account, so nothing here was written by its author — claim it if it is yours.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. Nothing here runs on your machine and nothing runs on ours: this server answers at its publisher’s own address, and what you install is the connection straight to it.
This is a public server: it answers at its publisher’s own address and this marketplace is not in the path. Claude Code registers it in one command; --scope user makes it available in every project. The transport below is http, as the publisher's own manifest declares it.
claude mcp add --scope user --transport http multiplayer-agent-mcp 'https://api.multiplayeragent.com/mcp?src=registry'Reconnect, or start a new session, and the tools appear in the model’s tool list.
Nothing is required, but it can take Authorization header (Optional. Bearer <secret key>: the studio secret key, starting sk_, from https://multiplayeragent.com/dashboard/key. Without it, the agent connects the session to an account through a browser sign-in, or builds in an unclaimed studio.) if you want to set it.
One config entry pointing straight at the publisher’s own address — this marketplace is not in the path, and nothing from this listing executes on your machine.
16 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
Mint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to it by passing the x-mp-game header.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| label | string | no | A human label for the game, e.g. 'N0RT arena'. |
List the games (publishable keys) under your studio, with labels and per-game settings. Marks which game is primary (the one unnamed calls fall back to) and which one this connection is currently pointed at.
No parameter schema on file.
Set a human-readable name for a game (the game argument, else the x-mp-game header, else your only game). The name shows in your dashboard: call this when you start building so the game isn't unnamed. Refuses to guess when the studio has several games and none was named.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| name | string | yes | Display name, e.g. 'N0RT Arena'. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Create or replace the spec for a room (validation/types/defaults). Returns connection info. Omit fields entirely for a fully schemaless room.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| roomName | string | yes | Unique room name under your key, e.g. 'dots-arena'. |
| spec | object | yes | The room schema: name, optional maxClients, entities.players.fields, shared.fields. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Returns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client. adsPublisherId is your BYO Google Ads id (embed it if set). Check the returned target names the game you meant before shipping the key.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| roomName | string | yes | The room name. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Returns a complete single-file HTML game wired to this room: realtime movement plus an anonymous (claimable) player, a saved color (datastore), and a click leaderboard. Write it to disk and open it. The game it is wired to is stamped in a comment at the top of the file.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| roomName | string | yes | The room name. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Read a game's live ops: now (what players see right now: the merged config plus active and upcoming events), the base config, every scheduled event with its status (active / upcoming / ended), the highlight webhook (masked) and the 20 latest highlights with how each was delivered. Pass at to preview another instant (e.g. the middle of a weekend event) and room to see one room's view. Use it
| Parameter | Type | Required | Notes |
|---|---|---|---|
| at | string | no | ISO-8601 instant to preview (default now). |
| room | string | no | Resolve for this room (events limited to other rooms drop out). Default: game-wide. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Set the game's live config: any JSON the game reads at runtime (drop rates, prices, difficulty, a banner, feature switches). It reaches rooms that are already running within ~15 seconds, with no redeploy and nobody disconnected; clients read it as mp.live.config, server logic as liveOps().config. Merges by default (a null value deletes a key); replace: true swaps the whole object. Active events' o
| Parameter | Type | Required | Notes |
|---|---|---|---|
| config | object | yes | JSON object to merge (or, with replace, to store). |
| replace | boolean | no | Replace the whole config instead of merging (default false). |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Schedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overrides that apply only while it runs. It starts and ends on time in rooms that are already running, as data: nobody is kicked and nothing is redeployed. Clients see it in mp.live (active / upcoming / config) and mp.onLive(cb); server logic rea
| Parameter | Type | Required | Notes |
|---|---|---|---|
| title | string | yes | Player-facing name, e.g. 'Double XP Weekend'. |
| id | string | no | Stable id (a-z, 0-9, - _). Defaults to a slug of the title. Scheduling an existing id EDITS that event. |
| description | string | no | Player-facing blurb for an events window. |
| startsAt | string | no | ISO-8601 start, e.g. "2026-11-01T18:00:00Z", or "now" (the default). |
| endsAt | string | no | ISO-8601 end. Or give durationMinutes. Neither = open-ended (until cancelled; not for repeating events). |
| durationMinutes | number | no | Length of each occurrence, instead of endsAt. |
| repeat | string | no | Repeat the same window every day or week from startsAt (default none). |
| repeatUntil | string | no | ISO-8601: no occurrence starts at or after this. Omit = repeats forever. |
| rooms | array | no | Only these room names. Omit = every room of the game. |
| config | object | no | Overrides deep-merged over the live config while the event runs (null deletes a key), e.g. { xpMultiplier: 2, rules: { lives: 1 } }. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Delete a scheduled event. If it is running, it ends in running rooms within ~15 seconds (its config overrides drop away; server logic gets onLiveOps with it in change.ended). To end it early but keep it listed, schedule the same id again with endsAt set to the current time.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| id | string | yes | The event id (see get_live_ops). |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Returns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/stats/inventory), leaderboards, player-created content (level sharing / UGC), durable shared MATCHES for asynchronous turn-based play, and live ops (live config, scheduled events, highlights). Read this before writing client code that uses log
| Parameter | Type | Required | Notes |
|---|---|---|---|
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
Host the game's files at a public share link, https://<slug>.play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never changes). Send every file the game needs: an index.html at the root plus any JS/CSS/assets, paths relative to it. Text goes as utf8 content; images, audio and other binaries as base64 with encoding: "base64". The files must use THIS game's pu
| Parameter | Type | Required | Notes |
|---|---|---|---|
| files | array | yes | Every file of the game, including index.html. |
| game | string | no | Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game. |
List the starter games: ready-made multiplayer games (many built in Multiplayer Agent's videos) to begin from with remix_game. Each shows its slug, title, summary, the video it came from, whether it's premium, and whether THIS studio has it unlocked (free starters: everyone; premium: a paid plan).
No parameter schema on file.
Start from a starter game (see list_starters): makes a NEW game in this studio (or, with game, reuses one of yours) and returns a link to the starter's source as a ZIP, valid for 5 minutes, plus the steps to unpack it, rewire it to the new game's publishable key, and publish it. Premium starters need a paid plan; a locked one returns the upgrade link instead, and nothing is created.
| Parameter | Type | Required | Notes |
|---|---|---|---|
| starter | string | yes | The starter's slug, from list_starters, e.g. 'slither-arena'. |
| label | string | no | A name for the new game. Defaults to the starter's title. |
| game | string | no | Reuse one of your games instead of making a new one (its pk_ or exact name): e.g. to fetch a fresh link after one expired. |
Connect this keyless session to the user's own account, the way gh auth login works. Ask for their email first and pass it (it prefills the page). Returns a one-time url and a code: open the url in their browser yourself and tell them the code. They sign up or log in ON THE PAGE (never ask for a password in chat), check the code matches, and press Connect. From then on this session acts as their
| Parameter | Type | Required | Notes |
|---|---|---|---|
| string | no | The user's email, to prefill the sign-in page. |
This connection has no account: it builds into an unclaimed studio. Returns the claim link to give the user (a free sign-up or log-in that moves the studio's games into their own account), when the studio expires, and whether it has been claimed already. connect_account is the better way to keep the games when the user is here (this session then keeps working as their account); the claim link is f
No parameter schema on file.
- Every tool — any call limit is its publisher’s, not ours
- No card, and mcprush charges nothing for it
- Runs at its publisher’s own address — this marketplace is not in the path
- Nothing to cap, because mcprush bills nothing
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
Nothing here is billable: mcprush charges nothing to install Multiplayer Agent or to call it, at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
| Term | Level | What it prices | Points |
|---|---|---|---|
| capability-exposure | moderate | capability blast radius (moderate) — client exposure if the model is manipulated | −3 |
| coverage-honesty | manifest | inspection depth (manifest) — how much of the target the scan could see | −4 |
What the scan could actually read
A grade is only as meaningful as its coverage, so the scanner publishes its own depth before it publishes its result.
The scan read each tool’s name, description, input schema and annotations exactly as the server listed them the last time it answered us; no code was reviewed. We ask the server again about once a month, and a list that changed is graded again.
The implementation source was not read — this reflects the declared tool metadata only.
Capability — what it could do if the model were manipulated
Tags derived from each tool’s schema and the implementation, not from what the tool calls itself. moderate is the level these add up to.
| Tool | Capability tags | Why the tag was assigned |
|---|---|---|
| create_game | state-write | state-write: declares readOnlyHint: false |
| list_games | no tags | |
| set_game_name | state-write | state-write: declares readOnlyHint: false |
| define_room_type | state-write | state-write: declares readOnlyHint: false, destructiveHint: true |
| get_connection_info | no tags | |
| get_client_snippet | no tags | |
| get_live_ops | no tags | |
| set_live_config | state-write | state-write: declares readOnlyHint: false |
| schedule_live_event | state-write | state-write: declares readOnlyHint: false |
| cancel_live_event | state-write | state-write: declares readOnlyHint: false, destructiveHint: true |
| get_sdk_reference | no tags | |
| publish_game | state-write | state-write: declares readOnlyHint: false |
| list_starters | untrusted-input | untrusted-input: declares openWorldHint: true (interacts with entities outside the server) |
| remix_game | external-sink | external-sink: declares readOnlyHint: false, openWorldHint: true |
| connect_account | state-write | state-write: declares readOnlyHint: false |
| claim_studio | no tags |
Toxic-flow graph
The lethal trifecta, checked as a graph rather than as a checklist: untrusted input, a sensitive source and an external sink have to meet before there is a path worth worrying about.
Supply chain and provenance
This is the first scan of this surface here, so there is nothing yet to compare it against.
Every result on this tab comes from one deterministic pass over the published package — offline, rule by rule, and auditable line by line above. Same methodology version, same bytes, same score.
Release history
This is an address its publisher runs: which release it serves is theirs to choose, so there is nothing here to pin. The history below is for reading; the current release on file is 1.0.2.
No release note was published with this version.
One review per account, from a signed-in account that does not publish this listing. Nothing else is asked — you can say what you think before you install it. Publishers can reply once per review, and a review can be edited or deleted by whoever wrote it.
Any signed-in account that does not publish Multiplayer Agent can review it, once — before installing it or after. A review from an account that has installed it is marked as one.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes a signed-in account that does not publish it, and nothing else.