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
--------------
If you receive an error message that your attachment did not upload, please check to make sure it is smaller than 50 MB.
- or
No existing idea results
- ~ No ideas found ~
3056 results found
-
デッキ編集で長押ししてもカード詳細が出ない
デッキ編集でコレクション欄のカードを長押ししてカード詳細を確認ができない。以前はできていた。
デッキ内のカードは長押しで詳細が表示される。
アプリの修復、再インストールするも改善しない。3 votes -
Please do something with Historic
I find myself returning to this topic once again, because unfortunately, nothing has changed since my previous feedback. If anything, the situation has gotten worse. I genuinely hope that the upcoming banlist announcement will finally address these issues, because the current state of Historic is, frankly, tragic. I am writing this because I love this game and this platform, but I am increasingly frustrated by what feels like a lack of attention to the health of the format and an inability to identify and address the root causes of the problems that are driving players away.
Unfortunately, even with the ban of Scholar of the Lost Trove, the problem persists — and in fact, the problem IS Persist. Instead of reducing the dominance of reanimator strategies, the ban has unleashed a wave of similar decks that are now extremely common, especially in Bo1. Moreover, they no longer rely on a single key card to assemble their combo: they run a long series of redundant pieces, making disruption much harder. That is why Persist in particular is so deeply problematic, as are Life // Death, Necromancy, and similar cards: they enable consistent turn-2 wins, which makes for an unhealthy and frustrating gameplay experience.
But the problems with the current Historic format go beyond Persist. There are now many other deeply problematic decks that consistently close games on turn 2, leaving me with no meaningful interaction unless I completely warp my deckbuilding around hate cards. On top of this, fast mana has ruined the format. Mono Red Storm plays essentially as a solitaire game, and the same is true for Balaustrade Spy and similar strategies. These decks do not play Magic — they execute a script, and the opponent is simply a spectator. To make things worse, even the decks specifically designed to counter these strategies — such as High Noon builds against Storm — produce games that are, at best, tedious and one-sided. The hate works, but the result is not an enjoyable game: it is simply one solitaire replacing another.
It is a shame, because the format was healthy years ago. However, this issue risks ruining it, and more importantly, it severely limits deckbuilding creativity: in Bo1, every deck is effectively forced to dedicate 4 slots to Surgical Extraction just to have a chance against these strategies, and even Force of Negation barely makes a difference. This kind of constraint stifles diversity and punishes players who want to explore other archetypes. To make things worse, neither Surgical Extraction nor Force of Negation is a reliable answer for the same reason outlined above: no single piece of disruption is enough when the opponent can always find another way to close the game.
What makes this even more frustrating is a pattern I find impossible to ignore: to close on turn 2, these decks need two or three specific cards in their opening hand — and they consistently have them, far more often than probability would ever allow. I have been told by customer service that the algorithms are working as intended. I do not doubt the technical work that has gone into them, but I would gently suggest that outcomes working as intended can still produce results that feel deeply unbalanced in practice, especially as the meta evolves. The shuffler was likely designed to ensure that any deck has a playable opening hand — a reasonable number of lands, creatures, and spells. The same logic appears to apply to matchmaking, which seems to systematically favour these strategies in order to keep games playable. The problem is that this now actively works against the health of the format: it effectively gifts combo decks their ideal setup, making their already unfair strategies even more consistent.
The result is that the majority of games are not games at all — they are long, tedious solitaires. There is no gathering, no interaction, no Magic. The format has lost its identity entirely. When I queue into a match, my only thought is to get out of the application as quickly as possible. This directly damages the platform itself: it kills the desire to play, and I find myself logging off rather than queuing for another game. This is not what Magic is supposed to be, and it is driving players like me away from the format.
A further sign of this general neglect is the deteriorating social environment within the application itself. Emotes, which were presumably designed to make games more enjoyable and interactive, are now used almost exclusively to mock and taunt opponents. Similarly, it has become extremely common for players to abandon games they are about to lose without conceding, forcing their opponents to sit through the entire time rope just to claim a victory they have already earned. These are not minor issues: they speak to a broader failure to moderate and maintain a respectful playing environment, and they make the experience increasingly unpleasant even when the gameplay itself is not the problem.
My suggestions remain twofold. First, ban more aggressively and more frequently than in paper Magic: Historic is a digital format and can afford faster intervention. The banlist should be reviewed at least every two weeks. Nerfs and buffs would also be welcome in this regard: they were an interesting and promising way to manage the format's balance without resorting to outright bans, but they seem to have been completely abandoned. It may also be worth considering whether Historic needs access to Daze: a free counterspell of this kind could provide a meaningful tool to interact with these strategies without requiring players to dedicate excessive deckbuilding resources to hate cards. Second, fix the shuffler and draw algorithm: as long as combo decks are gifted their ideal opening hands at an implausible frequency, no amount of banning will fully solve the problem.
Historic is a digital format, and that is precisely its strength — it can be updated and adjusted far faster than paper Magic. I hope that advantage will finally be used more actively going forward.
I find myself returning to this topic once again, because unfortunately, nothing has changed since my previous feedback. If anything, the situation has gotten worse. I genuinely hope that the upcoming banlist announcement will finally address these issues, because the current state of Historic is, frankly, tragic. I am writing this because I love this game and this platform, but I am increasingly frustrated by what feels like a lack of attention to the health of the format and an inability to identify and address the root causes of the problems that are driving players away.
Unfortunately, even with the…
3 votes -
Unexpected Draw due to many stacks (Doppelgang)
The game resolved 1500 stacks VERY WELL. But untill the last stacks it got overloaded and then a forced draw. By the way, the waiting time for resolving is very long too. I thought it would give a forced draw already but no.
2 votes -
Booster tutor (card)
Booster tutor in cube should show all cards, not just the one the player picks, as the card reads. This could help in terms of strategy.
3 votes -
Issue with Jump In Rewards - Receiving 20 Gems Instead of Rare Cards Despite Incomplete Collection
Hello Wizards of the Coast Support Team,
I am writing to report an issue I experienced with the Jump In event for the Marvel Super Heroes set.
I recently played the Jump In event using a ticket. I won my match, but the rewards I received were 20 Gems, twice. As you know, 20 Gems is equivalent to only about 0.10 USD, while a single Rare Wildcard is sold for about 4.50 USD (4 wildcards for 1800 JPY). The value difference is 25 times, which is extremely frustrating.
My collection for Marvel Super Heroes is not complete at all, as you can see in my screenshot:
Rare: 38 / 60
Mythic Rare: 18 / 25
There are still 22 rare cards I do not own even a single copy of. I understand the duplicate protection system gives 20 Gems when I have 4 copies of a specific card, but it is very disappointing that the system gives me duplicate cards I already have 4 copies of, instead of the 22 rare cards I am still missing, especially after winning the event.This feels very unfair for players who are trying to complete their collection. I paid (with a ticket which has the same value as 1000 Gold) and won, but only received 20 Gems.
Could you please check my reward history and explain why this happened? If possible, I would like to request a correction to receive the rare cards I am still missing instead of Gems.
Thank you for your time and support. I love MTG Arena, but this reward system is very demotivating.
Best regards,
Hello Wizards of the Coast Support Team,
I am writing to report an issue I experienced with the Jump In event for the Marvel Super Heroes set.
I recently played the Jump In event using a ticket. I won my match, but the rewards I received were 20 Gems, twice. As you know, 20 Gems is equivalent to only about 0.10 USD, while a single Rare Wildcard is sold for about 4.50 USD (4 wildcards for 1800 JPY). The value difference is 25 times, which is extremely frustrating.
My collection for Marvel Super Heroes is not complete at all, as…
3 votes -
2 votes
-
Game says I own two copies, but then asks to craft the card instead
I wanted to place Herald Of Faith into my deck, as it shows I have two copies of it. However, the card is grayed out, and upon adding the game asks to use two Uncommon Wildcards to craft the card. I am confused, as it appears I have two copies as donated with the two black diamonds.
2 votes -
RNG
My games never consist of truly random card draws. I have never started with a full hand of lands or a full hand of spells. There has always been at least one land and never more than like 4 or 5. Not only that, Whenever I build a new deck (Brawl), I'm ALWAYS going against another person who has a similar deck as myself. I feel that this game isn't truly random like MTG in person is. I always try to play for fun and never really play ranked because my goal is simply to build decks and have fun with it no matter the outcome. I feel that the lack of randomness truly negates this games' full potential.
Suggestion: Make the game truly random.
Reasoning: By making the game truly random, you end up enabling people to think about where a deck they built is truly weak and where they could make inprovements.
Example: MTG in real life, I have build many decks. One of which I have built over the course of years of fine tuning. It isn't a one turn win deck or anything, but it functions as intended in various scenarios.
My games never consist of truly random card draws. I have never started with a full hand of lands or a full hand of spells. There has always been at least one land and never more than like 4 or 5. Not only that, Whenever I build a new deck (Brawl), I'm ALWAYS going against another person who has a similar deck as myself. I feel that this game isn't truly random like MTG in person is. I always try to play for fun and never really play ranked because my goal is simply to build decks and have fun…
2 votes -
end of turn
opponent's End of turn doesn't give me priority lately...
_I hade mana open and spell like istant and card with flash but when my opponent gives priority without nothing left to do, the game skips to my turn without giving me the opportunity to cast my spell or press the button to pass priority...and NO "skip all" wasn't on.
this happened twice already...while all the matches played before were all fine.3 votes -
momir
Please please please please STOP DOING MOMIR. It is the worst thing someone could come up with to play on arena: it's zero skill all luck, it takes for forever, and even the mechanic of having to press the buttons adds to the tediousness. Midweek events used to have to many cool things happening. Please just stop wasting people's time with this.
3 votes -
Drakuseth
Purchased Drakuseth card in the store and now the game says I don’t own that card as I try to locate it and add to my deck
1 vote -
Created Deck States Invalid Deck No Cards Flagged
I created a deck; no cards were flagged, but I get the message that one of my cards is not valid for the format. My deck does not show the illegal card, and it keeps popping up.
3 votes -
Not enough people to draft
I bought traditional draft marvel superheroes. Since one week, I cannot find enough people for a draft. I would like to be reimbursed since I am unable to use it.
1 vote -
Incorrect rules for character cards causing loss of turn
Playing marvel jump in
Player had Whiplash card, John walker, and another card
They were able to equip whiplash with the token equipment “sturdy shield” and they attacked only with whiplash which they shouldn’t have been able toAfter the attack resolved it appeared to switch to my turn but it immediately went to their turn again without me taking an action in a second
I also don’t think the health gain worked for whiplash1 vote -
Rottenmouth Viper Bug
If you look at screenshot A you will see that my Rottenmouth viper has been reduced to one swamp to cast. I had that swamp available to cast but as you can see in screenshot #2 it still wanted me to pay the full price or sacrifice creatures to cast…. Shouldnt it be reduced to what is displayed on the card in the hand from fuel tank feaster?
3 votes -
infiante loop
I am writing to report a highly detrimental combo currently active in Standard match play that is severely damaging the health of the format. This interaction creates an infinite loop of life gain and loss that instantly ends the game, making Standard feel entirely pointless and completely uninteractive.
As shown in the attached screenshot (image_2e32cf.jpg), the issue stems from the interaction between two specific mechanics:
Marauding Blight-Priest (or similar effects): "Whenever you gain life, each opponent loses 1 life."
Bloodthirsty Conqueror (or similar effects): "Whenever an opponent loses life, you gain that much life."
Once both of these permanents are on the battlefield, a single point of damage or a single point of life gain triggers an unstoppable, infinite loop. While this may be functioning according to the literal rules text of the cards, it acts as a game-breaking exploit in the current Standard environment. It completely bypasses normal combat, board state progression, and interactive gameplay.
This two-card loop is highly toxic for the competitive queue. I strongly urge the design and balance teams to review this interaction and consider banning the key enablers of this infinite combo (such as Bloodthirsty Conqueror) in Standard to restore balance and make the format enjoyable again.
Thank you for your time and for looking into the health of the current meta.
I am writing to report a highly detrimental combo currently active in Standard match play that is severely damaging the health of the format. This interaction creates an infinite loop of life gain and loss that instantly ends the game, making Standard feel entirely pointless and completely uninteractive.
As shown in the attached screenshot (image_2e32cf.jpg), the issue stems from the interaction between two specific mechanics:
Marauding Blight-Priest (or similar effects): "Whenever you gain life, each opponent loses 1 life."
Bloodthirsty Conqueror (or similar effects): "Whenever an opponent loses life, you gain that much life."
Once both of these permanents are…
3 votes -
how rigged is azorius control in pioneer?
all opponents are getting god rng all time , god draws, god hands, god secuences vs azorius control
my acc is rigged af, well
3 votes -
Ban one card for sure! Stripmine
Ban "stripmine". There are plenty of other non basic lands that destroy other lands. Two cards that ruined classic magic. STASIS and STRIPMINE. BANNED TOTALLY!! OR ELSE all decks will be stripmine decks..
2 votes -
Booster pack disappears after “Waiting for Server” and blank “OK” pop up on mobile
I encountered an issue when trying to open booster packs in the MTG Arena mobile app.
When I tapped a booster pack to open it, the message “Waiting for Server” remained on the screen for an unusually long time. After that, the normal pack-opening animation did not appear. Instead, a popup appeared with only an “OK” button and no meaningful error message.
Tapping “OK” did not appear to do anything. I tried opening the pack again several times, but the same issue kept occurring.
I then restarted the app. After restarting, the booster pack was no longer shown on the Packs screen.
Because the pack-opening animation and card results were never displayed, I cannot tell whether the booster pack was successfully opened and whether the cards from the pack were actually added to my account.
Steps to reproduce:
Open the MTG Arena mobile app.
Go to the Packs screen.
Tap a booster pack to open it.
“Waiting for Server” remains on the screen for an unusually long time.
No pack-opening animation appears.
A popup containing only an “OK” button appears.
Tapping “OK” does not resolve the issue.
After restarting the app, the booster pack is gone.Expected result:
The booster pack should open normally, the opening animation should play, and the cards received should be displayed and added to my collection.Actual result:
The opening animation does not play, a blank popup with only an “OK” button appears, and after restarting the app the booster pack disappears. It is unclear whether the cards were actually granted.Could you please check the server-side transaction or account history and confirm whether the cards from the affected booster pack(s) were successfully added to my account?
This happens around 0800 to 0900 a.m. Japan time.
Thank you.
I encountered an issue when trying to open booster packs in the MTG Arena mobile app.
When I tapped a booster pack to open it, the message “Waiting for Server” remained on the screen for an unusually long time. After that, the normal pack-opening animation did not appear. Instead, a popup appeared with only an “OK” button and no meaningful error message.
Tapping “OK” did not appear to do anything. I tried opening the pack again several times, but the same issue kept occurring.
I then restarted the app. After restarting, the booster pack was no longer shown on the…
3 votes -
Server reset during Mixed-Up Premier Draft
I was starting the 3rd pack of a Mixed Up Premier draft. The server rest and I only got to make the last couple of picks.
3 votes
- Don't see your idea?