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Deck of Cards MCP. Manage card state for any game or simulation.

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Deck of Cards MCP on Cursor AI Code Editor MCP Client Deck of Cards MCP on Claude Desktop App MCP Integration Deck of Cards MCP on OpenAI Agents SDK MCP Compatible Deck of Cards MCP on Visual Studio Code MCP Extension Client Deck of Cards MCP on GitHub Copilot AI Agent MCP Integration Deck of Cards MCP on Google Gemini AI MCP Integration Deck of Cards MCP on Lovable AI Development MCP Client Deck of Cards MCP on Mistral AI Agents MCP Compatible Deck of Cards MCP on Amazon AWS Bedrock MCP Support

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Deck of Cards MCP Server manages a full playing card deck for AI agents. Use it to shuffle decks, draw specific cards, and organize multiple named piles for complex simulations.

Perfect for building game logic or running probability experiments directly in your agent.

What your AI agents can do

Add to pile

Adds specified cards to a named pile.

Create new deck

Creates a brand new, standard deck of cards.

Create partial deck

Creates a deck containing only a specific set of cards.

+ 10 more capabilities included
Setup and Shuffle Decks

Create a new standard deck or generate a custom set containing only specified cards.

Draw Cards

Draw cards from the main deck, or draw targeted cards from specific piles (top, bottom, or random).

Manage Piles

Create named card piles and move cards between the main deck and these named piles.

Track State

List all cards currently in a named pile or track the remaining count in the main deck.

Adjust Deck State

Return cards from a pile back to the main deck, or reshuffle the entire deck.

Supported MCP Clients

Claude Claude
ChatGPT ChatGPT
Cursor Cursor
Gemini Gemini
Windsurf Windsurf
VS Code VS Code
JetBrains JetBrains
Vercel Vercel
+ other MCP clients
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AI Agent

add019e5d10

add to pile

Adds specified cards to a named pile.

create019e5d10

create new deck

Creates a brand new, standard deck of cards.

create019e5d10

create partial deck

Creates a deck containing only a specific set of cards.

draw019e5d10

draw cards

Draws cards from the main deck.

draw019e5d10

draw from pile

Draws cards from the top of a named pile.

draw019e5d10

draw from pile bottom

Draws cards from the bottom of a named pile.

draw019e5d10

draw from pile random

Draws random cards from a named pile.

list019e5d10

list pile

Lists all cards currently in a named pile.

reshuffle019e5d10

reshuffle deck

Reshuffles an existing, main deck.

return019e5d10

return pile to deck

Moves all cards from a named pile back into the main deck.

return019e5d10

return to deck

Returns specified cards to the main deck.

shuffle019e5d10

shuffle new deck

Creates a new, shuffled deck; can optionally use multiple decks.

shuffle019e5d10

shuffle pile

Shuffles the cards within a specific named pile.

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What you can do with this MCP connector

Listen up. This server lets your AI agent manage a whole playing card deck. You don't gotta write any backend code to build and run card games. It handles all the state stuff, so your agent can act like the dealer and the game engine. You can simulate everything from a simple draw to some crazy multi-deck casino setup.

Setup and Shuffle Decks

You can start by creating a brand new, standard deck using create_new_deck, or you can build a custom deck with just specific cards using create_partial_deck. To mix things up, shuffle_new_deck lets you generate a whole new, shuffled deck, and it can even handle multiple decks at once. If you've got an existing main deck, reshuffle_deck shuffles it up for you.

You can also shuffle the cards inside a specific pile using shuffle_pile.

Draw Cards

Need some cards? You can draw them straight from the main deck using draw_cards. If you've got named piles, you can draw cards from the top of one with draw_from_pile, pull from the bottom of a pile with draw_from_pile_bottom, or grab random cards from any pile using draw_from_pile_random.

Manage Piles

It's all about tracking where the cards are. You can add specific cards to a named pile using add_to_pile, and you can see every card in a pile using list_pile. To move the game along, you can move all the cards from a named pile back into the main deck with return_pile_to_deck, or just send specific cards back using return_to_deck.

Game Flow Control

When you need to reset the game or change the rules, you can move cards back into the main deck. If you want to move all the cards from a named pile back into the main deck, use return_pile_to_deck. You can also just send a bunch of specified cards back to the main deck with return_to_deck.

This gives you full control over the game's state. You'll nail any game logic or probability experiment with this setup.

How Deck of Cards MCP Works

  1. 1 First, use create_new_deck or create_partial_deck to initialize your game's card pool and set up any necessary piles.
  2. 2 Next, the agent calls a draw tool (like draw_cards) to simulate gameplay, which updates the state and moves cards to a designated pile.
  3. 3 Finally, the agent uses tools like list_pile or add_to_pile to check the current game state or make manual adjustments before the next turn.

The bottom line is: your AI agent manages the card game state, letting you focus only on the rules, not the card counting.

Who Is Deck of Cards MCP For?

Game developers and data scientists need this. If you're prototyping a new card game or running statistical simulations, this saves you from building a complex backend just to manage card state. It's for people who need predictable, repeatable card mechanics for testing or education.

Game Developer

Prototypes card game logic and mechanics quickly. They use the drawing and pile tools to test win/loss conditions without writing a single server endpoint.

Data Scientist

Runs probability simulations or Monte Carlo experiments. They use the API to generate standardized, repeatable card draws for statistical analysis.

Educator

Teaches probability and statistics. They run interactive examples, using the state tracking and draw mechanics to illustrate how card ratios change.

What Changes When You Connect

  • Simulate any card game flow. You can prototype complex mechanics—like a multi-deck blackjack game—by combining shuffle_new_deck with draws, without writing a single line of backend code.
  • Maintain perfect game state. Tools like list_pile and add_to_pile ensure you always know exactly which cards are where, preventing the kind of state corruption that plagues manual spreadsheet tracking.
  • Run accurate simulations. If you need to test card probability (e.g., drawing three aces in a row), create_partial_deck lets you build the exact deck you need for repeatable, reliable data science experiments.
  • Control card movement precisely. Need to move the 'discard' pile back into the main deck? Use return_pile_to_deck or return_to_deck to manage the lifecycle of the game's assets.
  • Handle multiple decks. For casino-style games, shuffle_new_deck handles up to six or more decks, keeping track of hundreds of cards and their state simultaneously.
  • Draw from specific spots. You don't just draw from the top. Use draw_from_pile_bottom or draw_from_pile_random when your game rules require it.

Real-World Use Cases

01

Blackjack Simulation

A developer needs to test a multi-deck blackjack variant. They use shuffle_new_deck with 6 decks. Then, they call draw_cards repeatedly, and finally, they use list_pile on the 'player_hand' pile to confirm the final hand's value. The state is tracked perfectly, from initialization to final score.

02

Probability Testing

A data scientist wants to test the odds of drawing a specific card sequence. They use create_partial_deck to build a deck of only Aces and Kings. They call draw_cards repeatedly to simulate the draw. The API handles the card reduction and provides the remaining count, making the simulation clean and verifiable.

03

Teaching Card Games

An educator wants to show students how the 'discard' pile affects the main deck. They start by creating a deck, then use draw_cards to populate a 'discard' pile. They then call return_pile_to_deck to physically move those cards back, demonstrating the change in the overall deck composition.

04

Game State Debugging

A game tester notices the card count is off. Instead of manually checking logs, they use list_pile on the 'player_hand' pile and list_pile on the 'discard' pile. This instantly gives them a full inventory of the game's state, allowing them to debug the exact point of failure.

The Tradeoffs

Mixing State Logic

Manually tracking which cards are in the 'player_hand' versus the 'discard' pile using external variables and trying to remember if the main deck was reshuffled or not.

Always let the agent manage the state. Use list_pile to get an accurate card inventory for any named pile, and use return_pile_to_deck when you need to merge piles back into the main deck.

Assuming Full Decks

Starting a simulation by assuming a standard 52-card deck, only to realize the game rules require specific card exclusions (e.g., only Jokers).

Start with create_partial_deck to build the exact card set needed. This tool ensures your simulation begins with the correct, limited pool of cards, preventing errors.

Over-relying on `draw_cards`

Only using draw_cards and never realizing that a game might require drawing from the bottom or from a specific pile.

If your game logic demands it, use the specific draw tools. Try draw_from_pile_bottom or draw_from_pile_random to accurately reflect the game rules.

When It Fits, When It Doesn't

Use this server if your core problem is card state management. Specifically, if you need to model game mechanics—like tracking hands, discards, or multi-deck shuffles—you must use this. The tools handle the arithmetic and state updates for you. Don't use this if you simply need to know the value of a card (e.g., 'what is the rank of the Ace?'). For simple data lookups, stick to a general knowledge base tool. If you are building a state machine that requires complex, conditional logic based on the draw (e.g., IF card=Ace THEN check deck size), you must integrate this API into your agent's logic flow, as it provides the raw, reliable state changes.

Independent Platform Disclaimer: Vinkius is an independent platform and is not affiliated with, endorsed by, sponsored by, verified by, or otherwise authorized by Deck of Cards API. All third-party trademarks, logos, and brand names are the property of their respective owners. Their use on this website is strictly for informational purposes to identify service compatibility and interoperability.

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Works with Claude, ChatGPT, Cursor, and more

The Model Context Protocol standardizes how applications expose capabilities to LLMs. Instead of operating in isolation, your AI gains direct access to external platforms, live data, and real-world actions through secure, standardized connections.

This server provides 13 capabilities that interface natively with Claude, ChatGPT, Cursor, and any MCP client. No middleware. No custom integration required.

Available Capabilities

add_to_pile create_new_deck create_partial_deck draw_cards draw_from_pile draw_from_pile_bottom draw_from_pile_random list_pile reshuffle_deck return_pile_to_deck return_to_deck shuffle_new_deck shuffle_pile

Managing card game state is a nightmare of manual counting and inconsistent APIs.

When building a card game prototype, you usually have to build three separate systems: the card inventory, the state manager (which tracks where cards are), and the game logic. Manually updating the state—moving cards from the 'hand' pile to the 'discard' pile—is where every developer runs into failure. One misplaced increment, one forgotten call, and your entire simulation breaks.

With this MCP server, the state is handled automatically. You call `draw_cards`, and the system updates the main deck count and moves the card to the designated pile. You get a clean, reliable state change every time, letting your agent focus purely on the game's rules.

Deck of Cards MCP Server: Simulate card draws and pile management.

You no longer have to write custom code to handle the flow of cards. The tools let you initialize a deck using `create_partial_deck`, then run a sequence of draws using `draw_from_pile_random` for maximum unpredictability. Finally, you can use `return_pile_to_deck` to reset the board state, all in a single agentic conversation.

The card state is now a single, reliable data source for your agent. This means the difference between manual tracking and using this server isn't just convenience—it's the ability to execute complex, multi-step game simulations that actually work.

Common Questions About Deck of Cards MCP

How do I start a multi-deck game with the Deck of Cards MCP Server? +

Use the shuffle_new_deck tool. This function lets you specify the number of decks (up to 6 or more) and handles the initial setup and shuffling process for you. The system returns a unique Deck ID and the total card count.

Which tool should I use to move cards from the 'discard' pile back to the main deck? +

Use return_pile_to_deck. This tool moves all cards from a specified pile name back into the main deck, updating both the pile's state and the deck's count.

Can I draw from a specific pile and track those cards? +

Yes. Use draw_from_pile to draw from the top, draw_from_pile_bottom for the bottom, or draw_from_pile_random for random draws. The cards are moved out of the pile, and the remaining count is reported.

What if I only want to test a few specific cards in my game simulation? +

Use create_partial_deck. This tool lets you define a deck that includes only specific cards (e.g., only Aces and Kings), ensuring your simulation is constrained to the cards you need.

How do I use the `list_pile` tool to check the contents of a named pile? +

The list_pile tool shows you exactly which cards are in a specified pile. You just need to give it the name of the pile and the deck ID. It's great for checking player hands or discard piles before making a move.

If I need to reset the game state, which tool should I use to shuffle the entire deck? +

You should use the reshuffle_deck tool. This command takes an existing deck and shuffles it completely, giving you a fresh start without having to create a brand new deck. It's perfect for running multiple rounds.

Does the `create_partial_deck` tool allow me to mix card types, like Jokers and standard playing cards? +

Yes, the create_partial_deck tool lets you specify exactly which cards you want. You can list card codes, including Jokers, to build a custom starting set for any simulation.

What happens if I try to draw more cards than are remaining in the deck using `draw_cards`? +

The API handles this gracefully. If you request more cards than are available, the tool simply returns an error indicating the insufficient card count. Your agent can then catch that error and ask you for a new action.

Can I create a deck that includes Jokers for games like Rummy? +

Yes! Use the create_new_deck tool and set the jokers_enabled parameter to true. This will add two Jokers to your standard 52-card deck.

Is it possible to draw cards from the bottom of a pile instead of the top? +

Absolutely. Use the draw_from_pile_bottom tool by specifying the deck_id and pile_name. You can also use draw_from_pile_random if you need a random card from the middle of a pile.

How do I simulate a casino game that uses 6 shuffled decks? +

Use the shuffle_new_deck tool and set the deck_count parameter to 6. This will return a single deck_id containing 312 cards (52 * 6) in a randomized order.

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Vercel Vercel
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