MTG Arena Bugs & Product Suggestions
This page is for reporting bugs and submitting product suggestions. If you are experiencing issues with your account, with an order, or otherwise need customer support, please click here.
How to report a bug
1. Give us the steps to reproduce the bug
2. Note which platform you’re using (PC, Steam, Mac, Android, or iOS)
3. Enter the actual results you’re experiencing
4. Enter the expected results of the feature
5. Add any relevant screenshots/videos
6. If you found a workaround, please add workaround steps.
Examples of bugs: Incorrect rules interactions, wrong event rewards, issues with client functions like creating decks
How to submit product suggestions
- Select “Product Suggestion” as the Category for your suggestion
- Enter your feedback
- Add any relevant screenshots/videos
Examples of product suggestions: Feedback on visual effects, recommendations for user interface improvements, new feature requests
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No existing idea results
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9362 results found
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incorrect rules interactions
During a quick draft match on Arena I crewed a Midnight Mangler and then equipped The Aetherspark to it. Since the vehicle is an artifact creature during other players' turns, I had assumed there would be no point at which it would stop being a creature until my next turn, but the equipment still fell off at end of turn.
2 votes -
Collection Count of Foundations is bugged.
Please reimburse players with rare and mythic wildcards due to the bug in your code. I have been opening regular packs, mythic packs, and golden packs of Foundations and instead of getting cards I am yet lacking from the set I am getting gems. It makes me wish I wouldn't have bought gems this week to get more packs. I feel like I have been scammed.
4 votes -
呪い金の矛槍の
呪い金の矛槍のテキストで、正しくは「先制攻撃とトランプルを持つ。」のところが、「先制攻撃と接死を持つ。」になっている。
6 votes -
Ashaya, Soul of the Wild and Mythweaver Poq infinite loop
If Ashaya is in play and Mythweaver Poq is played, an infinite loop begins with no way to stop it.
46 votes -
Auto Tapper prioritizes Channel over treasure tokens at 1 life
When multiple treasure tokens are on the battlefield and the player is at one life, Auto Tapper will choose to put the player at zero life rather than spend mana from treasures to pay colorless mana costs.
3 votes -
Ghalta crash
Playing on mobile. Newer phone so it shouldn't be hardware issues. Opponent plays ghalta, primal hunger and the animation bugs out causing an audio loop then crash. The match after reopening arena is unjoinable as it crashes immediately upon trying to enter. Only solution for rejoining is to wait for the match to time out so I can go to the main menu again. This was the second time this has happened to me.
6 votes -
Increase the shuffler to a seed size that will provide a better experience
Increase the shuffler to use a larger seed size so that is can support a better randomization. The current 256 bit shuffler only suports randomization for 57 item lists efficiently. I have included the table for the Fisher-Yates limits from the Wiki article. With a little math you can see that you representing a very small percentage of the possibilities.
The current state of the shuffler is a clumpy mess in Bof3
2 votes -
YOUR SHUFFLER IS TRASH!!!
I play a top 500 ranked mythic account and these are my 2 opening hands game 2!!! This isn't acceptable!! Do you favor these account or something??!! I'm sure they drew perfection!! FIX THIS! A deck with 23 lands should never draw less than 2 lands per hand. none the less 1 and then none in a row. That's extremely improbable. At least let us choose how to shuffle.
3 votes -
YOUR SHUFFLE IS TRASH
I play a top 500 mythic account and draw this second game for my first 2 hands. I had to mulligan to five!!! This should not happen!! Do you favor these players??? This isn't acceptable. I'm sure they had perfect hands both games.
3 votes -
Can't bring cards in from sideboard
I was unable to add cards from my sideboard. I could remove cards from my maindeck but it wouldn't let me add any cards in from my sideboard
4 votes -
"Large and in Charge" deck isn't available
4 tutorial decks are available, but Mono Green "Large and in Charge" wants to craft additional cards (even though it should be available, too). How to fix?
1 vote -
Sunfall needs a ban from standard
The idea of a boardwipe that spawns an artifact that can turn into a creature is retardedly unbalanced. Especially as there are no additional costs for the trigger.
7 votes -
Ban voice of victory from all formats
A card that prevents the opponent from casting during your turn is way too strong for any format. Especially given that it's only two mana. Something with an effect like that should cost 10 or more mana. Not two.
2 votes -
Venerated Rotpriest Not Triggering on Bottomless Pool Targeting My Creature
I had 2 Venerated Rotpriests and 2 pestilent syphoners on the field, opponent casts Bottomless Pool targeting my syphoner to bounce it back to my hand. With 2 Rotpriests, this should’ve triggered 2 poison counters (1 per Rotpriest) as a spell targeting my creature, but no triggers fired. The opponent would have lost the game immediately afterwards but didn't.
2 votes -
Magic the Gathering Foundation packs do not include all cards
Many of the cards in the Magic the Gathering Foundation set are unavailable through store-purchased packs. This is absurd and requires substantial wildcard consumption to address.
You need to fix this and provide adequate recompense to make us whole.
3 votes -
Screaming Nemesis vs Phyrexian Obliterator interaction bug
I had a game where I was blocking a Phyrexian Obliterator with my Screaming Nemesis and it did not deal the full 5 damage back to the opponent, but instead only did 3 damage to him. It should have been 5 damage to the opponent with Phyrexian Obliterator being a 5/5 . My opponent was at 5 life and this cost me the game. On top of that, I sacrificed 3 lands out of my 5 (which is suppose to happen) and in my next turn I drew a land, placed it for turn, and it glitched out and kept me at 2 lands. The only thing he had on field was 2 phyrexian obliterators so their is no extra interactions and lands.
I had a game where I was blocking a Phyrexian Obliterator with my Screaming Nemesis and it did not deal the full 5 damage back to the opponent, but instead only did 3 damage to him. It should have been 5 damage to the opponent with Phyrexian Obliterator being a 5/5 . My opponent was at 5 life and this cost me the game. On top of that, I sacrificed 3 lands out of my 5 (which is suppose to happen) and in my next turn I drew a land, placed it for turn, and it glitched out and kept…
4 votes -
it doesn't create tokens
It doesn't create tokens.
with certain card compositions (see log) the game does not generate tokens.
the block at 256 tokens makes sense to avoid blocking the game but if the calculation exceeds it it does not generate any tokens.
if the field is empty it should generate up to the maximum number even if it greatly exceeds the number 256.
4 votes -
10 second 1st mulligan time-out
Have a 10 second time-out during the mulligan phase. It would speed-up play and be more congruent with IRL practices.
I've never witnessed anyone take remotely close to 10 seconds to decide on the initial mulligan decision.
10 votes -
Mana ***** and now the implementation of A.I.
This game, MTG Arena sucks! Not fun. Clearly algorithmic cheating to all players for monetary gain
1 vote -
Heist
Please make an adjustment to the heist mechanic or to the heist cards. The cards are not fun to play against, and they have been making for a miserable experience in alchemy.
From a gameplay enjoyment perspective, it is not fun having your opponent consistently take the best cards out of your deck. It greatly reduces deckbuilding choices and creates imbalanced gameplay patterns.
From a mechanic standpoint:
Heist nonrandomly removes the strongest cards from your deck. This is problematic because it makes your own draws significantly weaker. Normally, that would have an opportunity cost for the player removing those cards like in the case of 'the stone brain'. However, the heist player instead gets rewarded and they can infinitely play the card that they just took from your deck.
Heist cards are too efficient for the power of their effect. Since they were printed, the heist cards have defined the alchemy format. Having a heist effect on a 1 mana modal instant is far too strong and the metagames shows it.
Heist is not random enough. The mechanic shows three nonland cards. Unfortunately, this is not random enough to ensure that the heist player can reasonable miss as taking a card that they want out of your deck. This creates situations where side boarding against heist becomes impossible. Putting one or two of a card in your deck against heist is foolish, because the heist deck can take that card almost guaranteed before you draw it.
Post-rotation, there are not enough cards that effectively counter heist. There are very few cards that can interact with the cards they take from your deck, which again, limits deckbuilding choices.
Finally, from the perspective of the Alchemy format as a whole... this format is supposed to be the format where rebalances are easy to implement. The whole point of the format is that changes can be made to problematic individual cards or mechanics. I know for a fact that there are players who have quit the format specifically because they hate the heist mechanic.
Please rebalance heist or the heist cards.
Please make an adjustment to the heist mechanic or to the heist cards. The cards are not fun to play against, and they have been making for a miserable experience in alchemy.
From a gameplay enjoyment perspective, it is not fun having your opponent consistently take the best cards out of your deck. It greatly reduces deckbuilding choices and creates imbalanced gameplay patterns.
From a mechanic standpoint:
Heist nonrandomly removes the strongest cards from your deck. This is problematic because it makes your own draws significantly weaker. Normally, that would have an opportunity cost for the player removing…
12 votes
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