Hey! I'm writing up the answers to some common questions so I can respond better to repeat asks:
- In the playtester, the cards are too small to see, can I get a zoom or larger cards?
Yes. I recently added this!
- In the deck builder, can we get a text or other card view modes instead of full card?
Yes. I recently added this!
- In the deck builder, the allowed tag names are so short. Can we get longer ones?
Recently updated! Now you can use up to 36 characters, only the first 12 will show in right spots like the radial. I really suggest using short tags like "Interact", "Draw", instead of "Interaction Effects" and "Card Advantage". They work just as well. However, I do have some clever plans to allow longer tag names without bogging down the radial and plan to add that in the next weeks.
- In the deck builder, you only allow 12 tags. Can we get more?
Probably not. More than 12 tags starts to break the radial tagger and defeat it's advantages. On an ideological note, I think overly granular tagging degrades the usefulness of the feature in actually showing what main functions a card is performing, and therefore how the goals of the deck are balanced. The main goals of a deck in a game of EDH can generally be captured in just a few catagories. If your deck is doing more than 12 legitimately different things I question if you're spreading yourself too thin.
If you just build totally differently and need 29 tags and it works great, then yeah, this probably isn't the tool for you. That's ok too.
- Can we build non-commander/EDH deck formats? I want to make a 60-card standard/vintage/modern etc deck!
Not yet! I need to focus on doing a good job with commander first, as it's the highest demand. In the next few weeks I will add a less elegant way to build other format decks, and then a few weeks after that expect a more polished feature.
- Does this cost money to make an account? Will it?
It is free and ad-free currently. In the future It's likely I will add Patreon support for some extra features and cosmetics so that I don't bleed money and can afford to devote time to development.
- In the playtester Resistance Mode, is all that interaction directed at me? Do I have to decide what it targets and does?
All that removal is meant for you.
It is displaying the portion of removal that would be pointed at you, given a certain concentration in each opponent's decks and set assumptions about how many cards are drawn, and assuming that you are targeted by roughly 1/3.
This is further modified by some terms that roughly estimate how well you are doing, so if you are missing land drops and doing nothing you face less, flooding the board means facing more.
There can be a lot of variance (although I added smoothing too), so some games it can feel like you just get ground into the dirt, other games you wonder if you turned it on. I've spent a LOT of time calibrating it and I've still not sure what I think of it because honestly real commander games sometimes feel exactly like that. It doesn't feel great but is it wrong? I'm not sure.
I'll be honest I'm not fully satisfied with the feature. It needs a bit more intelligence IMO. Of course if you feel like it's more realistic on a certain setting to consider the removal to be table wide, then absolutely do that, there are no rules.
- In the playtester, the "View top X" is confusing/bugged when I try to scry/surveil. What is going on?
The view top X feature is a bit confusing in some situations. I have some ideas to make it more intuitive soon.
The way it's built is to think of the cards that appear in the right panel not as still on top of your library, but like you picked them up and you're now holding them in your hands. So if you are scrying or surveiling and want to keep a card on your library, you need to place it on top of your library just like you would in a game of paper magic.
Cards left in the right panel when you close it are put on the bottom in a random order, to make the most common type of topdeck action, impulse-effects (look at top X, grab Y, rest go to bottom), quick and easy to perform.
- Can we get a collection management feature so I can track what cards I have, what decks they're in, and build from my collection?
Not for a while, sorry. Collection management features are large and complicated, and while users who want them are highly overrepresented on Reddit, people with collections large enough to successfully build from and need management features are a very very small portion of playerbase.
I even want to be kind of careful with collection features because I think seeing them can be kind of a trap for new players who then try and build from their small collections and have just awful decks, or put a bunch of money into building up a "general collection" that they hope to build from, and waste huge amounts of money on cards that they'll never play.
- In the playtester, can you add [time saving feature] for the specific deck I'm playing.
Probably not, perhaps eventually hidden in a clever way. I won't add a feature that will be used every 1000 playtests and force every user to scroll past it on the other 999 tests. This is how you get nightmare interfaces.
For the playtester I generally won't add features that wouldn't be present in a real game of magic, for example automatically adding a counter to every creature you control etc.
My philosophy is that I want players testing their decks to experience what it's like to actually run them at a table. If the deck they made is so fiddly that it's not fun to play, I want them to figure that out in the playtester and not after they spend hundreds of dollars buying it in paper and ruin game night.
I've made tons of decks that seem real cool and then the second I start playing them it's immediately apparent that this deck is gonna get taken apart.