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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3043 results found
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The Hobbit Welcome Decks are invalid
After the event opened, it showed the decks were invalid to play so I waited until it seemed that you fixed it. Then I spend some wildcards to finish the green deck, but got hit with the invalid warning after the fact.
Yes, it is a free entry event, but it is not very welcoming and very frustrating for new players to spend wildcards just to not be able to play the deck in its intended event. Please fix it quick! Right now it feels like false advertising and a scam.7 votes -
ETB lifegain triggers + Myrel, Shield of Argive + any +1/+1 gain on life gain = Opponent unable to respond and timer gets wound down
So I wanted to put together a cool concept of a deck. I went with "Hey what happens if I take this creature that makes a lot of tokens and then slap some lifegainers in with it?" Which works wonderfully! Soul Warden and many other creatures make it so whenever I have something enter I gain life, which makes Myrel an amazing Engine. And since I'm gaining a ton of life, it makes sense to put something like Ajani's Pridemate in there, right? Perfectly reasonable? Unfortunately, NO!
So Ajani's Pridemate, or any other card like it which gains +1/+1 counters on life gain, causes the stack to slow WAY down. By a lot. In doing so, the game appears to believe that the opponent is able to respond in ANY scenario. I have had it happen once against someone unintentionally by having 11 token copies of and 1 regular Exalted Sunborn on the field and attacking with Myrel whilst having maybe 20 tokens made by her to start the turn. (Sorry about that whoever that was, that game probably felt horrible for you.)
So! Since this is a deck that I made that not only works but works WELL (Plat 3 rank), and is one that I would enjoy being able to play without risking my opponents getting FORCIBLY TIMED OUT because of a 400+ stack trigger, this is a CRITICAL issue for me.
And again, to anyone who fell victim to this deck and the sh***y way that this game is made, I am genuinely sorry. Some of y'all probably could have still won after all that too. I know how that feels, this game feels like it's been cobbled together by cavemen with typewriters half the time. I feel your pain.
I would greatly appreciate having this marked as "Critical" as I am absolutely certain that this affects way more than just myself.
[EDIT: I believe what may be happening is that because the lifegain and counters TECHNICALLY resolve at instant speed, there is no way to respond to any of it which causes the game to believe that the opponent's turn has already begun? I could be wrong but idk this makes the most sense?]
So I wanted to put together a cool concept of a deck. I went with "Hey what happens if I take this creature that makes a lot of tokens and then slap some lifegainers in with it?" Which works wonderfully! Soul Warden and many other creatures make it so whenever I have something enter I gain life, which makes Myrel an amazing Engine. And since I'm gaining a ton of life, it makes sense to put something like Ajani's Pridemate in there, right? Perfectly reasonable? Unfortunately, NO!
So Ajani's Pridemate, or any other card like it which gains +1/+1 counters…
2 votes -
sound emote not making sound
The new emote "are you gonna go?" from the group of sounded emotes that was just released, isn't making a sound even though it has a speaker symbol under it. It didn't make a sound when you click on it in the store. Nor does it make a sound when you click on it in the settings->emotes page. And ofcourse it doesn't make a sound during gameplay
5 votes -
Ojer Kaslem, Deepest Growth combat trigger not shuffling cards to the bottom of the library.
After dealing combat damage to my opponent and getting a land and creature to the battlefield, I was noticing I was allowed to see the top couple cards of my library. For some reason the cards are not being put to the bottom of my library after being revealed like they are supposed to be.
This was happening both in the Midweek Magic Brawl event and in Best of 1 Brawl.
5 votes -
yoshimaru scrappy stray fight bug?
I had my wrecking gecko (5/5) fight tether tactician (4/5) using the yoshimaru trigger and both creatures died.
3 votes -
All Sieges Don't Work
None of the "Siege" enchanment cards work!
They all were functioning properly before the newest update. Please fix because those cards are really fun to use and some decks are close to, if not, unplayable.
7 votes -
Korean Translation Error in "Old Fat Spider Can't See Me" (Chapter II)
In the Korean client of Magic Arena, Chapter II of the Saga card "Old Fat Spider Can't See Me" contains a critical translation error that completely changes how the card works.
English Original: "Prevent all damage that would be dealt by up to one target creature..."
Current Korean: "...그 생물에게 입혀지려는 모든 피해를 방지한다." (Incorrect: "Prevent damage dealt TO the creature")
Correct Korean: "...그 생물이 입히려는 모든 피해를 방지한다." (Correct: "Prevent damage dealt BY the creature")
The English text prevents damage dealt BY the target creature, but the Korean translation incorrectly states that it prevents damage dealt TO the creature.
This error misleads players about the card's actual effect. Please correct the Korean localization so it accurately reflects damage dealt by the target creature.
In the Korean client of Magic Arena, Chapter II of the Saga card "Old Fat Spider Can't See Me" contains a critical translation error that completely changes how the card works.
English Original: "Prevent all damage that would be dealt by up to one target creature..."
Current Korean: "...그 생물에게 입혀지려는 모든 피해를 방지한다." (Incorrect: "Prevent damage dealt TO the creature")
Correct Korean: "...그 생물이 입히려는 모든 피해를 방지한다." (Correct: "Prevent damage dealt BY the creature")
The English text prevents damage dealt BY the target creature, but the Korean translation incorrectly states that it prevents damage dealt TO the creature.
…
7 votes -
Freezing when playing enchantments with a choice
The game hasn’t worked right since the Hobbit release. But, the biggest issue is when you play an enchantment with a choice like Windcrag Siege and get to select like Mardu or Jeskai… it freezes. Everytime. I’ve tried several things and it keeps happening. Your timer runs down and the game automatically selects one of the choices but not the one you want, causing losses and delayed games.
7 votes -
Can't sideboard
In some Bo3 Historic games, in sideboarding, I cannot add cards to my deck, but could still remove them. This makes it impossible to sideboard, and if I do click a card to remove from deck, I also can't submit since my deck is under 60 cards.
When this happened in my last match, I tried exiting and rejoining hoping that restarting the client would fix the issue, but when that happens it auto submits your sideboard, so I had to play the next game without having sideboarded. Restarting between matches has fixed the issue in the past (Temporarily).
However, we went to a game 3, and that was when the sideboarding screen got super weird (I assume due to the ongoing bug plus me having restarted earlier?) It put me on some sort of distorted version of the advanced card search screen (Pictured in 1 screenshot), then after some random clicking of buttons, I managed to get to a distorted version of the normal sideboarding screen, but with some extra lights/particle effects (pictured in the other screenshot). This time some of the cards in my sideboard could be clicked on and others couldn't. Swapping between vertical and landscape made some of the ones I previously couldn't click on be clickable on only part of their hitbox.
This is on the windows version btw.
In some Bo3 Historic games, in sideboarding, I cannot add cards to my deck, but could still remove them. This makes it impossible to sideboard, and if I do click a card to remove from deck, I also can't submit since my deck is under 60 cards.
When this happened in my last match, I tried exiting and rejoining hoping that restarting the client would fix the issue, but when that happens it auto submits your sideboard, so I had to play the next game without having sideboarded. Restarting between matches has fixed the issue in the past (Temporarily).
However,…
6 votes -
day 2 of update not updating.
day 2 tuesday the 11th and yesterday monday the 10th... Mtg arena hasnt allowed me to fully download the update as it froze at 500 megabytes and continues the error updating data please check connection. i have checked the connections. i checked to see if anything could cause issues... none. i even started fresh with a clean reinstall. still gets stuck at 500 megabyte download and the same error updating data statement every 30-40 megabytes that doesnt even move the download a single bit. this is frustrating as i waant to enjoy mtg arena. its one of my only ways to enjoy mtg.
day 2 tuesday the 11th and yesterday monday the 10th... Mtg arena hasnt allowed me to fully download the update as it froze at 500 megabytes and continues the error updating data please check connection. i have checked the connections. i checked to see if anything could cause issues... none. i even started fresh with a clean reinstall. still gets stuck at 500 megabyte download and the same error updating data statement every 30-40 megabytes that doesnt even move the download a single bit. this is frustrating as i waant to enjoy mtg arena. its one of my only ways…
7 votes -
Pick two draft the Hobbit Missed Draft Pick
In my Hobbit Pick 2 draft event on pack one pick four my draft pick was cancelled, I selected two cards and before the timer ran out the pack vanished and the cards were not put into my pool. At the end of the draft I have fewer cards than i should have
7 votes -
Broken card
Hollowmurk Siege
When the card goes into play it does not let you pick Sultai or Abzan it just gets stuck at the choosing screen. You can click on either or but nothing happens. This has happend twice to me since the last update. You end up losing the match because you can not do anything or end up having to concede.
Playing on PC
7 votes -
Modal spell not working iOS
I cast Windcrag Siege, no matter how much i clicked the mode i wanted the game wouldn't react, it timed me out and decided for me. i couldn't even cancel the spell.
7 votes -
2+ YEAR OLD BUG- Fullscreen on Ultrawide Monitors
When playing on an ultrawide monitor, fullscreen continues to revert back to a smaller, windowed view after many events such as starting a game or opening a pack. Refer to previous reports for more details
5 votes -
matchmaking
Please fix Matchmaking. I'd like to not face the same black discard deck 6 times in a row, then one off, and then another 6 times in a row. There are other decks out there to play against. I'm tired of trying to play test and run different level decks only to run into the same meta deck every single match. This isn't that hard if you put a single iota of effort into it. Obviously there isn't a single person on the team that actually plays the game you manage.
6 votes -
Network error in premier draft
A network error occurred during a Premier Draft during card selection. After the error cleared, all subsequent cards were automatically selected, and the game froze at the end of the deck selection without sending me to the deck editing screen.
6 votes -
Choco, Seeker of Paradise bugs if you select No to put a card in hand and have no lands in the pile to put into play.
Was playing a game of arena, had a 2/2 bird token in play and Choco, Seeker of Paradise. I had landfalled for the bird to get +1/+0, then attacked. Selected No when Choco looked at the top card of my library to put it into my hand, then on the next screen, I got the below image where it told me to select the option, but two buttons were laid on top of one another and I could not click the button to continue.
5 votes -
Reasons I uninstalled and quit playing (again)
Actual suggestions at the bottom for the TL;DR crowd but this needs more context.
This game is only engaging through fear of missing out... checking in daily to see what deals are on the store and to complete daily objectives that payout pennies worth of game currency and rewards. Everything is with the hope of a change of a better reward. The daily objectives only reward you for completing generic game actions (playing lands or casting spells of particular colors) or killing your opponent's creatures. The latter really doesn't belong on the list. There aren't any blue-specific action like counter X spells so the rewards system is skewed away from certain colors and styles of play. Furthermore, it leads players to opt into strategies that simply aren't fun in a 1-v-1 format... decks that are all answers, but even decks with no win conditions in them are viable on Arena where you can simply crush your opponent's soul to win - by making the game so miserable to continue they quit.
The latter has always been the case in competitive play, but that dovetails into my other problems with this game. It's purely competitive focused. The mainstay of daily objectives... winning 15 games, not just playing 15 games, but winning them... the game engages people to win in every format that's available where they think they can get an advantage. It doesn't matter how many "competitive" formats and queues you create, they're all competitive (and I mean this in the sense of competitive vs casual - yes, I know the game is always "competitive" in the generic sense. What does all this mean? Well, people largely play to dominate their opponent as quickly as possible so they can complete their dailies and get off the game as fast as possible. You're engaging people that don't want to be there to schlep through a miserable experience so they can get their rewards. The engagement at its core isn't to simply login and have fun... it's to efficiently win and spend as little time playing as possible. These same miserable people are watching videos or on social media or anything else to get through the chore of playing... then they rope you either by rage-quitting entirely or just moving their attention away from Arena to the other activities they're participating in simultaneously.
This dovetails into my next topic... the in-game "community" for this game is awful. For all the above reasons, it leads people to be terrible to each other. It would actually be better if there was an in-game chat and people could actually send unforgivable banworthy messages to their opponents... you'd at least get to weed out some of the bad apples. Instead, all the worst trolls are among the player base and there's nothing anyone can do to actually get banned from the game. Sure, you can report people, but there doesn't seem to be any actions taken... the systemic issues with the game that create these problems in the first place never change.
So... to recap... people like me were just playing as a chore to get rewards in the hope of some day using them to build fun decks and enjoy the game but that never comes. When you grind out all those rewards, it raises your MMR and you begin to only get the worst possible matchups no matter what deck you play and this continues when you switch decks. What this means is just because you killed all your opponents creatures and won as many games as quickly as you could each day (the things the game is forcing you to do), when you do actually log in for fun with your janky casual brawl deck, you get stomped by S and A tier competitive decks in a non-competitive queue. There's just no space for a casual yet engaged player to breath on Arena... maybe if you're a new player who's forces to play casual because you simply don't have the card pool yet... but for players who are just trying to grind the card pool to create casual decks... this game is not for us.
Lessons learned from Arena seem to shape the larger state of Magic... I don't think the majority of the community wants to play games that are decided by turn 4, we just want this on Arena so we can complete our objectives and spend our time doing something we enjoy instead.
That said, you can read between the lines and get several suggestions from my "Dead John letter" but I'll spell out the largest issue and therefor singular suggestion... rework the daily objectives to reward engagement without the need to win. yes, I know a simple "play 15 games" system has it's flaws under the current mechanics of the game... you could simply cast two spells and scoop for the game to count... so there needs to be a serious overhaul in the system without players feeling like something was taken away from them by simply eliminating daily rewards entirely which I am not suggesting. The new systems should allow for players to obtain the same amount of rewards (if not more) - the best avenue for this seems to be to add more interesting and unique objectives besides play lands, kill stuff, and cast spells. Objectives that reward playing "jankier" decks that have fringe mechanics; things that might actually engage players by way of enjoyment rather than toggling through one of three top-tier decks each day depending on the colors you are coaxed into playing that day.
Actual suggestions at the bottom for the TL;DR crowd but this needs more context.
This game is only engaging through fear of missing out... checking in daily to see what deals are on the store and to complete daily objectives that payout pennies worth of game currency and rewards. Everything is with the hope of a change of a better reward. The daily objectives only reward you for completing generic game actions (playing lands or casting spells of particular colors) or killing your opponent's creatures. The latter really doesn't belong on the list. There aren't any blue-specific action like counter…
4 votes -
Exile cards don't count towards Journey to Nowhere
It is unclear which cards count towards journey to nowhere.
The following do not seem to count, my progress is incrementing by 1 or 2 exiles now and then, but I am not sure which cards trigger it, I can only be sure that these don't when the counter does not move.
- Any card with "if it dies, exile instead" (pinecone strike, gnashing of teeth, scorching dragonfire, etc)
- graveyard exiles? (Not sure if location is the issue, but soul shackled zombie also does not count)I think the achievement may want only direct exiles from the battlefield, but this is unclear from the description.
I am still testing to see if exiled then played cards from the library count.
It is unclear which cards count towards journey to nowhere.
The following do not seem to count, my progress is incrementing by 1 or 2 exiles now and then, but I am not sure which cards trigger it, I can only be sure that these don't when the counter does not move.
- Any card with "if it dies, exile instead" (pinecone strike, gnashing of teeth, scorching dragonfire, etc)
- graveyard exiles? (Not sure if location is the issue, but soul shackled zombie also does not count)I think the achievement may want only direct exiles from the battlefield, but…
1 vote -
Structural Imbalance of the Poison Mechanic and the Need for Standard-Legal Countermeasures
- THE CORE PROBLEM: THE 50% WIN-CONDITION DISCOUNT The current state of the Standard format highlights a critical architectural flaw regarding poison mechanics. By design, Magic: The Gathering balances aggressive and midrange strategies around a universal 20-point life total. Poison fundamentally shifts this threshold by introducing an alternate 10-counter win condition. This gives low-to-the-ground, hyper-efficient toxic decks a permanent 50% discount on victory. Traditional interactive decks are forced to manage complex combat phases, resources, and life totals. Meanwhile, poison players completely ignore these traditional mechanics. They treat the opponent’s life total as if it does not exist.
- OPPRESSIVE FRONT-LINE PROTECTION MECHANICS This structural mismatch is exacerbated by the printing of hyper-efficient protection abilities on cheap, low-cost threats. • The Targeting Penalty: Creatures like Venerated Rotpriest turn an opponent's own interaction into a penalty trap. It punishes standard 1-for-1 removal spells by applying poison counters before the spell even resolves. • Oppressive Ward Costs: Cards featuring mechanics like "Ward — Get five poison counters"completely warp the defensive landscape. A player faces an immediate 50% death sentence just for attempting to target a single 3-mana or 4-mana creature. Because aggressive poison threats are incredibly fast and cheap, traditional decks cannot outrace or interact with them consistently using standard 1-for-1 removal or soft countermagic. The card advantage math is completely broken against fair decks.
- THE SOLUTION: A STANDARD-LEGAL SAFETY VALVE Wizards of the Coast routinely prints safety valves to prevent specific mechanics from completely dominating a format. However, Standard currently lacks any card that carries the rules text "Players can't get counters" or "Creatures opponents control can't have counters put on them." While tools like Solemnity, Melira, Sylvok Outcast, and Blightbeetle historically kept these shortcuts honest, their absence in modern Standard leaves traditional deckbuilders in a mechanical stranglehold. Players should not be forced to engineer hyper-specific, multi-layered rogue combo matrices just to bypass targeting traps and survive an un-interactive format.
- CONCLUSION To restore competitive integrity and structural balance to the Standard ladder, the Play Design team needs to introduce a dedicated, standard-legal countermeasure. Printing an interactive card or static enchantment that stalls or fully prevents counter accumulation on players will restore fair rules of engagement and force all archetypes to respect the traditional architecture of the game.
- THE CORE PROBLEM: THE 50% WIN-CONDITION DISCOUNT The current state of the Standard format highlights a critical architectural flaw regarding poison mechanics. By design, Magic: The Gathering balances aggressive and midrange strategies around a universal 20-point life total. Poison fundamentally shifts this threshold by introducing an alternate 10-counter win condition. This gives low-to-the-ground, hyper-efficient toxic decks a permanent 50% discount on victory. Traditional interactive decks are forced to manage complex combat phases, resources, and life totals. Meanwhile, poison players completely ignore these traditional mechanics. They treat the opponent’s life total as if it does not exist.
- OPPRESSIVE FRONT-LINE PROTECTION MECHANICS…
2 votes
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