--- name: liquid-glass-card-surfaces classification: feature success_metric: | `components/CardItem.js`, `components/CardDetailView.js`, and `components/Card3D.js` render against a glass-aware container; the rarity-glow stack (mythic/rare/uncommon/enchanted) is reconciled against the new translucent surfaces (single tightened shadow stack, not double-glow); per-card performance budget preserved (no `backdrop-filter` on grid items themselves); visual-diff baselines re-seeded; lint + vitest + smoke green. skip: [] status: architecture-ratified-impl-queued created: 2026-06-03 architecture_ratified: 2026-06-03 depends_on: - liquid-glass-design-tokens umbrella: liquid-glass-redesign --- # Convoy: liquid-glass-card-surfaces Sub-convoy #5 of the `liquid-glass-redesign` epic. The card surface is where Deck Hearth's identity is most visible — the rarity glows (mythic gold, rare purple, uncommon blue, enchanted pink-rainbow) are core to the experience. This convoy tightens them and brings the card *container* onto glass without making per-card grid items expensive. ## Why Cards are the most repeated visual element in the app: card grids in `/cards`, `/my-cards`, `/collection/[id]`, `/deck/[id]`, `/deck-builder`, scanner results. A naive approach — "put glass on every card" — would make long card grids janky on mid-range hardware (`backdrop-filter` is GPU-expensive; stacking 60+ instances on a single page is suicidal for Lighthouse Performance). The right shape is: - **Card grid items** stay cheap: solid background, cheap shadow, rarity-glow recipe tightened from 3-layer to 2-layer. - **Card grid containers** (the wrapping panel that holds the grid) go glass: blurred + tinted + ember-rimmed on hover. - **Card detail view** (the dialog-like full-card surface) goes full glass. - **Card3D** (the hover-tilt 3D preview) keeps its 3D transform but loses the heavy box-shadow stack in favor of the glass-rim recipe. ## Scope ### In scope - `components/CardItem.js`: - Background stays solid (token: `--bg-secondary`). - Drop legacy `.fire-glow` / `.ember-glow` / `.card-mythic-glow` / `.card-enchanted-glow` (utility) class consumption — replace with the rarity-specific class still defined in `styles/globals.css` (those have the right rarity colors and stay; the generic `.fire-glow` / `.ember-glow` go). - Rarity-glow stack tightening: collapse 3-shadow stack to 2-shadow stack (outer bloom + tight inner rim); re-tune alpha for legibility on glass containers. - Hover state — replace `.card-side-panel`'s ad-hoc `backdrop-filter: blur(8px)` with a `` panel. - `components/CardDetailView.js`: - Outer surface — ``. - If `CardDetailView` is rendered inside a route page (not a modal), it gets the full glass treatment; if it's also used as modal content (via `` from #2), the modal already provides the glass panel — `CardDetailView` skips the outer surface in that case. Architect inspects and decides per usage. - `components/Card3D.js`: - Keep 3D transform. - Replace ad-hoc box-shadow stack with the `--elevation-pronounced` + rarity-rim recipe. - Verify `prefers-reduced-motion` honoured (3D tilt skipped if user prefers reduced motion). - `styles/globals.css`: - Update rarity-glow keyframes IF the architect's tightening proposal requires keyframe-level changes (e.g. swapping `mythic-sparkle` keyframe alpha). Otherwise leave keyframes untouched. - Drop `.fire-glow` + `.ember-glow` (used only by CardItem; confirmed by `rg`); migrate consumers to rarity classes or token-based inline. - Card grid containers — wherever a card grid wraps (likely in `components/CardsPageView.js`, `components/CollectionPageView.js`, `components/DeckBuilderCardBrowser.js`, etc.) get `` treatment. Architect inventories. ### Out of scope - Card grid layout / density (spacious / comfortable / compact toggle) — `.convoys/ship-readiness.md` § Role-design-system-auditor flagged this as a separate `` extraction. Out of scope here; tracked as a P2 follow-up. - Card data shape, ownership badge, rarity classification — orthogonal. - Scanner card surfaces (`components/ScannedCardItem.js`, `components/CameraScannerView.js`) — these went through their own redesign convoy (`redesign-scanner-flow`, PR #44, 2026-05-27). Touch ONLY if they consume the legacy `.fire-glow` / `.ember-glow` utilities; otherwise leave to a downstream polish convoy. ## Roles invoked 1. `role-architect` — rarity reconciliation, performance budget, brief decomposition. 2. `role-ux-reviewer` — hover state, card detail surface, mobile tap-target behavior. 3. `role-design-system-auditor` — rarity-glow recipe sign-off. 4. `role-implementer` — multiple briefs. 5. Post-PR audit fleet. ## Architecture (ratified 2026-06-03 — implementation deferred) **Per-card GPU contract (locked in `docs/DESIGN_TOKENS.md`):** no `backdrop-filter` on `CardItem.js` (long card grids; GPU budget). Glass goes on grid CONTAINERS + detail views only. **Targeted scope when Brief 1 runs:** 1. **`CardItem.js`** — solid `--bg-secondary` background preserved (no glass); upgrade box-shadow to `--elevation-ambient` rest, `--elevation-pronounced` hover. Reconcile per-rarity glow with `--ember-rim-pronounced` for ember-class rarity (mythic), and keep the existing per-rarity glow palette (`--gradient-secondary` etc.) for non-ember rarities so the gameplay-visual identity is preserved. 2. **`CardDetailView.js`** — convert the hero outer wrapper at `
` to compose `--glass-surface-low` + `--glass-blur-mid` + rim-light; the existing inner gradient `linear-gradient(135deg, …)` stays for visual depth. 3. **`Card3D.js`** — **DEFERRED**. Has pre-existing state-management issues (state setters used without `useState` declarations at lines 9-24, 134-136, 334-335). Glass migration would mask the underlying bug. Resolve the state issue in a separate `fix-card3d-state` convoy FIRST, then apply glass tokens to the hover-details panel (line 349, currently `bg-black bg-opacity-90`) — that panel is the natural glass-high popover candidate. 4. **Grid containers** — `pages/cards.js`, `pages/my-cards.js`, `pages/dashboard.js`, `components/CollectionsPageView.js`, `components/DeckBuilderCardBrowser.js` — wrap the outer card-grid panel in `` so the cards float on a tinted backdrop. This is the per-grid composition of the design-tokens "card grid container MAY use glass" rule. **Sequencing rationale:** card-surface migration touches the most visually-loaded files in the app + needs a fresh visual-diff baseline re-seed BEFORE merge (the rarity-glow reconciliation is pixel-sensitive). That re-seed loop is a Linux-Docker round-trip that's better as a dedicated PR/convoy than batched with the foundation work in this turn. ## Todos - [ ] Architect: rarity reconciliation + performance budget + briefs - [ ] UX reviewer: hover / detail / mobile audit - [ ] Design-system auditor: rarity-glow recipe - [ ] Brief 1 — `CardItem` + rarity tightening - [ ] Brief 2 — `CardDetailView` - [ ] Brief 3 — `Card3D` - [ ] Brief 4 — grid containers (cluster across pages) - [ ] Post-PR audit per brief - [ ] Re-seed Linux visual baselines ## Decisions to ratify (architect) 1. **Rarity-glow shadow-stack depth** — 2-shadow recipe is the recommended target (down from current 3-shadow). Architect ratifies the exact px + alpha values per rarity tier. 2. **`Card3D` reduced-motion behavior** — full disable vs muted tilt. Recommended: full disable (the 3D effect is decorative). 3. **`CardDetailView` modal vs route usage** — architect grep-inventories call sites and decides whether the component renders its own glass shell or delegates to the parent `` from #2. 4. **Card grid container per-page partition** — list every page that wraps a card grid and decide which get glass containers in this convoy vs deferred to the `` extraction follow-up. 5. **Per-card backdrop-filter is forbidden** — confirm Hard scoping rule from the umbrella; document in the brief. 6. **Mobile tap-target** — current grid items are 48px+ tall (within AA target); confirm rarity-rim doesn't reduce tap target perception. ## Acceptance criteria 1. `CardItem`, `CardDetailView`, `Card3D` render against glass-aware containers consuming sub-convoy #1's tokens. 2. Rarity-glow stack is single-source: each rarity uses ONE `var(--accent-*)` token + tightened shadow recipe. 3. Per-card grid item has NO `backdrop-filter` (perf budget). 4. `.fire-glow` and `.ember-glow` utility classes have zero consumers in the codebase post-Brief 1 (verified via `rg`); the classes themselves are marked for #8's cleanup. 5. Lint + vitest + smoke green. 6. Linux visual-diff baselines re-seeded. 7. Lighthouse Performance on `pages/cards.js` (the heaviest grid page) no worse than the pre-redesign baseline ± 5 points. ## CI impact | Workflow / job | Behavior | | --- | --- | | `preview-smoke.yml` | Fires. | | `visual-diff.yml` | **Fires + LOUD** — card grids change app-wide. Re-seed baselines per brief. | | `lint` | Fires. | | `test:` (vitest) | Fires (no new card-grid tests; the existing rarity-glow CSS rules carry forward). | | New grep gates | Consider a post-cleanup `forbidden-fire-glow-class` gate; defer to #8. | | Lighthouse | Run on `pages/cards.js` pre + post; require ± 5 points Performance, ± 0 Accessibility. | ## Known constraints - **Per-card `backdrop-filter` is FORBIDDEN.** GPU budget. Document in the brief; reviewer fails the PR if any grid item uses it. - **`prefers-reduced-motion`** — Card3D tilt + rarity-particle animations must honour it. - **Theme tokens only** — no hex. - **Don't touch scanner surfaces** unless they consume the deleted utility classes (`.fire-glow` / `.ember-glow`). ## Multitask dispatch Pre-ratification proposal: ```yaml slice_dependencies: - brief: 1 depends_on: [] files: - components/CardItem.js - styles/globals.css # (rarity-glow recipe tightening) - brief: 2 depends_on: [] files: - components/CardDetailView.js - brief: 3 depends_on: [] files: - components/Card3D.js - brief: 4 depends_on: [1] files: - components/CardsPageView.js - components/CollectionPageView.js - components/DeckBuilderCardBrowser.js # ... (architect completes inventory) ``` Briefs 2 + 3 are file-disjoint and can run in parallel with 1. Brief 4 depends on Brief 1's grid item shape. Post-PR audit per brief: ``` /multitask role-reviewer + role-design-system-auditor + role-a11y-auditor ``` ## Out of scope follow-ups - **`` primitive extraction + density toggle** — surfaced by `.convoys/ship-readiness.md` § Role-design-system-auditor. P2 polish; natural successor to this convoy. - **Skeleton loaders for card grids** — surfaced by `.convoys/ship-readiness.md` § Role-ux-reviewer. Orthogonal scope. - **`` primitive** — the hover panel pattern in `CardItem`. Consider once #4 ships and the popover surface is proven out.