Privacy
What is public-postured, what is private, and what is never stored.
What this is. Elixir MCP is a private beta, run by one person, with every account approved by hand. It is not a commercial product: nothing here is sold, there is no advertising, and there is no revenue. Public Clash Royale data is already published broadly by third-party sites, so the record kept here is not a new kind of exposure — but it is a genuine one, and the rest of this page describes it plainly. If this ever opens to general signup, the questions that come with that — lawful basis, data-subject rights, how children are handled — get answered before it does, not after.
What we store. Game data from the public Clash Royale API: battles, profiles, clan rosters, war standings. All of it is publicly queryable by anyone with a tag and an API key.
We store two things about your email address. A one-way hash is your account's identity — it is what a sign-in looks you up by, and it is the only thing older parts of the system ever see. We also keep the address itself, so we can actually send you the mail the service promises: your sign-in codes and links, and notices about your own account. An account we cannot write to is an account we can never tell anything. The address is never a lookup key, never appears on a public surface, and is never sold, shared, or used to advertise. We also store your timezone if you set one, and operational records of your own activity: sign-ins, claims, recording changes, and your agent's tool calls (used for quotas and product improvement — you can see your own usage under Usage). The request and response of each tool call are kept for 90 days and are visible to you under Activity, where each request id opens the call record.
Who can see what. All recorded game data — battles, profiles, clans, war — is readable by every approved account, the same way the game's own public API serves it to anyone with a key. Every individual observation was public when we collected it, and nothing here is visible that the game itself does not publish today. Be aware of what is genuinely different, though: the official API answers about the present and a short recent window, while we keep what we saw and make it searchable over time. A season of somebody's battles, read in one query, is a capability the game's own API does not offer, and any approved account can run it. Your account data — claims, watches, quotas, usage, feedback — is yours alone.
Website analytics. Every page — the public ones and the signed-in application both — uses Tinylytics, a small privacy-focused analytics service, to count visits anonymously: page hits and visitor country. No cookies, no cross-site tracking, and no account is ever attached to a view. We cannot tell from analytics who was signed in, and we do not try.
The sign-in page is the one deliberate exception: it loads no analytics script, and the view itself is never recorded, because a magic sign-in link arrives as part of that URL and a live credential should not travel anywhere it does not have to. Pages you visit after signing in are counted like any other, and by their path alone — what a view reports is built from the route, never from the address bar.
What a page view records is the page: /explore/player, /status/service,
/account. Where a page is about a specific record, the Clash Royale
tag rides along as an ordinary attribute of the view. Those tags are
public game identifiers — the same ones printed in the game and served
by Supercell's own API to anyone with a key — not personal information,
and they are not treated as such here.
Product events such as "a tool call happened" or "feedback was filed" are counted server-side, again with no account attached — the values carry tool names and categories only, never your data, and never who made the call.
The newsletter, and why it is opt-out. Elixir MCP is a private beta and every account is approved by hand. Taking part includes occasional product email — what changed, what broke, what is coming — so signing in adds your address to the mailing list. That is a deliberate choice rather than an oversight, and this paragraph exists so it is not a surprise.
You can leave at any time. Every issue carries an unsubscribe link. Unsubscribing is permanent and is never overridden: once an address has told Buttondown to stop, nothing here re-subscribes it, including a later sign-in. The list is hosted at Buttondown, which processes your address on our behalf, and newsletter email carries no tracking pixels. Sign-in codes and account notices are service mail and arrive whatever you do with the newsletter.
Running a collector. If you volunteer a machine for the fleet, its Clash Royale card name, status, and fetch counts are public, and it is credited publicly to your primary claimed player name and tag. The name you give your own machine is not published — it stays between you and the maintainer — and neither is your IP address.
Where your connections come from. When a credential of yours is used — an agent's key, or an AI client you signed in — we record the calling IP address and the country the request came from, alongside which credential was used and what the client calls itself. This is yours to see, on your own account pages, and it exists because an account can hold several agents and several connected tools: without it, five agents are five identical rows saying something made a call.
The same is recorded when a credential is REFUSED, which is the case that matters most. A key you revoked but that something is still presenting is invisible otherwise, because a rejected call never becomes usage — and that silence is exactly what a leaked or forgotten credential looks like. Refusals are counted per credential, per source, per day rather than logged one by one.
Addresses are removed after 30 days; the usage history stays without them. Nothing here is shared, and it is never used to profile you, only to answer "what is using this, and from where".
What we never do. No selling data, no advertising, no ad or cross-site tracking, no analytics attached to your gameplay or your identity. Feedback you send is read by the maintainer and used to improve the product.
Retention. Recorded game history is kept indefinitely (it is the product). Raw API payloads are archived. Operational logs are pruned periodically. Connection IP addresses are cleared after 30 days and refusal records deleted after 30 days, both by the housekeeping job; the arguments of your tool calls are cleared from the call log after 90 days and the calls themselves stay. The timeline's game-moment ledger is kept with recorded game history; a timeline read covers at most 30 days, which is a delivery window rather than a deletion policy. Integration usage counters go after 90 days. The full table is on Limits. Your email address is kept for as long as the account exists, and goes when it goes. To remove your account, your address, and your claims, use the feedback form or email the maintainer; recorded public game data about the clan remains, as it would in any clanmate's battle log.