Wizard: review and save
This is the only step that writes anything. Everything up to here has been held in the session — walk the whole wizard, change your mind, close the tab, and your shop is exactly as you left it.
What you are shown depends on the mode
A game or a set
A three-column table: the condition, Pays now and Will pay. Read the middle column — it is what a customer would be offered today, so the two columns together are the actual change rather than a restatement of the form you just filled in. A condition you left empty reads inherits; one you unticked reads not bought.
Underneath, any rarity and card-type ladders you opened are listed as its own prices or never bought, and the limits are shown with what they were before in brackets.
The line at the bottom is worth reading: prices you have typed against individual cards are left exactly as they are. They beat anything set here and the wizard does not touch them — so if a card still pays the wrong thing after this, that is where to look.
Particular cards
One row per rule: what it picks, what it pays, and how many cards it claims. The counts don't overlap, because first match wins. Under the table it names the languages the prices are being written for, and what happens to the cards no rule matched.
The warning to read. If cards in this set already have prices of their own, a red banner says how many — and that saving replaces them wherever a rule below matches. That is the one thing on this page that destroys previous work.
Save these prices
Writes it and drops you on the Buy prices table — the screen that owns these rows — with Buy prices set or Card prices set confirming it. From there you can see the effect on real cards immediately.
Back returns to the last question with everything still filled in.
Undoing it afterwards
On Buy policy. Rules for a game or set are listed with a Remove, and prices written onto cards are grouped by the set they are in — so a wizard run you regret comes off in one press rather than three hundred.