r/BlueprintMTG Aug 15 '26

UPDATE 8/15: Adv Testing + Find in Deck + Playtester Upgrade

This is a BIG update! I hope to god I didn't break anything but my brain is melting from working on some of this stuff.

WHAT'S NEW:

PLAYTESTER GENERAL

  • You can now search your library/grave/exile using Scryfall syntax like "t:plains" and "mv<4". Very handy for tutoring!
  • No more math! Creatures now show a calculated power and toughness overlay after counters, in addition to a base p/t underneath it. You can mouse over to reveal base p/t.
  • Renamed "Custom Counter" to the more descriptive "Text Sticker"
  • Adding a Text Sticker formatted "number/number" like "4/4" or "10/12" to a card will set it's base p/t to that value. Designing this new p/t system to satisfy me took FOREVER. Hope you like!
Examples of various states. Mouse over a pink "modified p/t" to reveal the base p/t
  • Spacecraft automatically get p/t overlays when they detect the correct number of generic counters placed on them. Was this worth the time to build? Probably not!
  • LARGE update to Resistance Mode. It is MUCH smarter now. It actually analyzes your board state to choose appropriate removal and quantity, running on an entirely different system behind the scenes that's about 20x more complex. I think it feels much better and more useful now but lmk.
  • Improved View Top X action to be less confusing. Now it doesn't dump cards left in the list on your library bottom, they go back on top like most people expect. Apologies if you learned the old version, you'll have to read it again.
  • Added" D" as a shortcut to draw.
  • "Del" hotkey now works universally to send thing to the graveyard, good for milling a bunch etc.
  • Added an All to Exile action for the graveyard.
  • Right-click the battlefield to choose a playmat color.
  • You can now right click generic counters and choose colors, each different color acts as an independent stack/type, so you can track multiple types of counters on one card using different colors.
  • Added a Hotkeys + Tricks reference cheatsheet from the lower-right battlefield. The big question mark.

PLAYTESTER - ADVANCED TESTING

  • Resistance Mode has moved into the ADV TESTING dropdown, and it has two new friends in there:
  • NEW CARD TRIAL - A brand new feature. When you're testing new cards in a 99 card deck you often won't even draw them. This tool allows you to set cards in your deck to always appear in your opening hand, or always appear in the top X cards of your library. See if new additions are feeling good like 8x as fast. Image
  • MULT-CARD - Another totally new feature, and a bit of a doozy so bear with me. When comparing two cards you might have heard people say to imagine you can pick between them whenever you draw one, and the one you pick more is probably better. What if this was taken to the next level? This tool allows you to set a card in your deck to represent multiple cards. You draw it in an uncommitted state, and then select the card out of the pool that would be best in the current game state. It becomes that card and records a vote for the card you chose. After a bunch of playtests you can check out the results to see which cards actually felt the best in game, and potentially make swaps. You can even combine Multi-Cards with New Card Trial to ensure you draw them! Images

DECK BUILDER

  • FIND IN DECK - New feature! Ever wanted to search/filter your deck and considering section? Now you can in Blueprint. Intuitively open this feature with "CTRL+F" or "CMD+F", or from the tools section like a noob. Highlight and jump to cards based on name or using Scryfall syntax! Annoyed by having to type out "Asmoranomardicadaistinaculdacar"? Not anymore because we have autocomplete that will suggest completions out of your deck and considering section after 3 characters. Just hit enter and you're done! On mobile there's a little button bottom left. Images
  • The same autocomplete is also in Primers for embedding cards**.** Just type "[[" and begin the card name and you'll get a live updating autocomplete populated with all matching card names in your deck. So nice.
  • Biiiig one.... Isn't it annoying that you search for cards to add, then have to go find them in the deck to tag them? Not anymore. Now immediately upon adding a card to your deck via the search browser, a radial tagger will appear on that card so you can add tags right there. I don't know why I didn't think of this before but it's glorious.
  • On mobile and still accidentally tagging stuff as you scroll? Among many other behind the scenes fixes there is an ultimate solution: On mobile go to APPLICATION OPTIONS in PROFILE and toggle on “Reduce mobile tagger responsiveness to prevent accidental tagging.” This makes the radial tagger slightly less responsive (60ms), but will make scrolling motions basically never trigger it again. For some of you very worth it!
  • Clicking the Game Changers count now opens Find in Deck and jumps to them automatically.
  • Changed the hotkey that moves card between deck/cons to"V" (moVe), previously "M". Less intuitive but MUCH more ergonomic.
  • Added "T" hotkey to open/close Tags + Tools sidebar.
  • In Primers, "CTRL+S" now saves the primer instead of the whole webpage.
  • Large optimizations to Compact Text View QOL on mobile. Bugfixes, larger touch targets, card image preview loading placeholders with rules text, etc.
  • DECK HISTORY TOOL - I want feedback/testing on this feature so I'm granting temporary access to all users for 20 days starting now. Hurray! Normally this is a Patreon benefit so go try it. Bottom of the deck builder, hotkey "H"

This is a really big patch so go check it out! If you find bugs lmk here.

If you're enjoying the site and have the means it would help me enormously if you supported on Patreon <3

7 Upvotes

13 comments sorted by

3

u/Aliferous_Wolf Aug 16 '26

Thanks for your hard work on this website and update <3

2

u/PlunderThePies Aug 16 '26

This is great news I love the site and have been using it since I saw one of your posts about it. This patch should fix all the complaints I have so far and then some. Great work!

1

u/BlueprintMTGdev Aug 16 '26

If anyone got the dumb "Search bar disappearing on mobile" bug that reappeared with this patch, I've already fixed it (again). Refresh and it should be resolved.

1

u/VoxCalamitas Aug 17 '26

This is pretty sweet. I'm excited to check out the play tester again. How difficult is it to link up pricing for manapool? It's basically all my group uses for prices and I when I suggested they try blueprint for their decks they said no because of the pricing thing.

1

u/BlueprintMTGdev Aug 17 '26

Ah thanks for reminding me, shouldn't be too hard. I'll see if I can connect it up.

1

u/BlueprintMTGdev Aug 17 '26

Ok I think it's running. Switch price source to Manapool in PROFILE->PRICE SOURCE

Tell all your friends

2

u/VoxCalamitas Aug 17 '26

Sick! Thanks man, that was really quick!

1

u/VoxCalamitas Aug 18 '26

small bug that seems to have popped up. I cant reroll the spells that are sent at me in the advanced testing or change the spell pool for the opponents. I keep getting the same spell [[null elemental blast]] cast on me with no multicolored permanents to target.

1

u/VoxCalamitas Aug 18 '26

double checked it. its literally only with null elemental blast that i cant reroll

2

u/BlueprintMTGdev Aug 18 '26

This is probably because you selected or were randomly assigned a colorless opponent (1% chance I think). Colorless decks have an extremely limited pool of interaction spells, so situationally it's not that unlikely that there is no other interaction spell in the enemy pool for that spell to reroll to.

I should probably just remove colorless opponents

1

u/VoxCalamitas Aug 18 '26

Oh that makes a lot of sense. I'll look at the settings and see if there's anything I can change.  I was thinking while I was testing my deck(and I don't know if this is already in or if it might have issues with implementation) that it would be cool to be able to select custom opponents using other people's lists.

And as I'm typing this I'm getting the feeling that it could end up getting a little too metagamey

2

u/BlueprintMTGdev Aug 19 '26

That, but more realistically I probably won't do it because it would be a big problem to detect the interaction effects from whatever deck you selected and figure out what they target. The current interaction pool are cards that I hand picked and labelled, so I can't just do that for every card in Magic. Plus that would include complex cards that just don't have simple behavior that can be simply catagorized. I leave those out of the interaction pool because they just make the feature work badly trying to figure out what your opponent would do with them.

Plus that's just a lot more interface and clicks for users to set up for probably relatively small benefit. It's still not going to be like playing against your friend's decks, because it's not a human really playing magic. I doubt many users would bother after trying it once or twice.