the idea of charging for virtual goods, as opposed to a subscription model with unlimited access, was greeted with skepticism. Additionally, concerns were floated over how solid the server and trading code would be. After a period of beta-testing, the game became available to the general public on June 24, 2002. The name was changed from MODO to its final commercial title: Magic: The Gathering Online. At the time of launch, Magic Online supported Magic cards from the 7th Edition onwards. In 2003, the Magic: The Gathering Invitational was held online for the first time. It was played on Magic Online each year from then on until 2007 when the Invitational was moved back offline. Version 2.0 Knowing that it was possible to translate Magic gameplay online through the work LLS had done, WotC started to work at redesigning the Magic Online client in 2003. Though they praised the "groundbreaking" work LLS had done, they opted to terminate their contract with them and bring the development in-house to be able to focus on the direction needed to improve the client for a global audience. The first showing of the new team was to be the online release of 8th Edition in July 2003, which was ambitiously scheduled to coincide with the paper release. The goal was to release Version 2 of the software with new functionality and implement the changes in rules that the 8th Edition had brought. However, with the change from LLS to the internal developers along with the fixed deadline, a number of development issues arose that were not resolved by launch. Version 2 was released on schedule, but the servers constantly crashed, and rules mistakes and other bugs were numerous. The game went into no-pay mode while temporary beta servers were opened to allow players to practice playing in for-pay formats. As a concession for these issues, Wizards planned to throw "Chuck's Virtual Party," a weekend of free tournaments after the problems settled down. Unfortunately, it turned out that each user took up more memory in version 2 than the lightweight design of version 1. The result was that the servers crashed again under the strain. In retrospect, some have merely chalked the decision to remove Leaping Lizard up to hubris. Others, however, point to certain intractabilities in later maintenance that suggest that Leaping Lizard had not delivered a very extensible program that, by nature, was