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.
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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
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- Select “Product Suggestion” as the Category for your suggestion
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- 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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9105 results found
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Noticed a new breed of ropers?
Who else has noticed a recent uptick in the number of players who repeatedly rope from the first draw (i.e. without ever even playing a land)?
I get matched up with the same opponents multiple times every day, who do this in every single game, and have been doing so for the last few months, so it's clearly very deliberate (i.e. it's not something intermittent like a bad connection, as I sometimes see the cards in their hand light up as they're reading/reordering them). For instance, I've clocked over 100 games against a single player called "Mercuril", who has never played a single card against me.
But why? Is all this effort, time, and trolling just a ploy to accrue their daily wins? And if so, wouldn't it be quicker and more enjoyable to actually just play the game?
Who else has noticed a recent uptick in the number of players who repeatedly rope from the first draw (i.e. without ever even playing a land)?
I get matched up with the same opponents multiple times every day, who do this in every single game, and have been doing so for the last few months, so it's clearly very deliberate (i.e. it's not something intermittent like a bad connection, as I sometimes see the cards in their hand light up as they're reading/reordering them). For instance, I've clocked over 100 games against a single player called "Mercuril", who has never…
2 votes -
不正行為
相手が負け確定の場面で突然引き分けが表示された。
3 votes -
The Color challenge bugs
Color challenge has a bug when playing with blue deck against the white one, when I've used Unsummon at start rounds the Ajani bot keeps enchanting positively my creatures, easing the game.
5 votes -
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 those cards…
13 votes -
Pasar automáticamente
No es la primera vez que me pasa que, en mi turno, se salta al del oponente automáticamente sin yo haberle dado a pasar, nada más ser mi turno y si con suerte me da tiempo a sacar una tierra al campo de batalla. Me ha hecho perder algunas partidas. Por otro lado, la opción de pasar automáticamente no funciona nada bien; nunca suele pasar automáticamente cuando lo presiono en turnos rivales para cuando tengo, por ejemplo, un hechizo instantáneo de Magia Cura y no tengo permanentes aún con quien usarla por lo que no la voy a gastar, pero siempre me da la opción de sacarla aunque yo especifique que quiero pasar automáticamente su turno.
Por aclarar posibles mal entendidos, el segundo punto no tiene que ver necesariamente con el primero, es decir; no se me pasa el turno porque yo le haya dado a pasar automáticamente porque como no funciona lo suelo quitar y encima yo podría ver si tuviera la opción seleccionada.No es la primera vez que me pasa que, en mi turno, se salta al del oponente automáticamente sin yo haberle dado a pasar, nada más ser mi turno y si con suerte me da tiempo a sacar una tierra al campo de batalla. Me ha hecho perder algunas partidas. Por otro lado, la opción de pasar automáticamente no funciona nada bien; nunca suele pasar automáticamente cuando lo presiono en turnos rivales para cuando tengo, por ejemplo, un hechizo instantáneo de Magia Cura y no tengo permanentes aún con quien usarla por lo que no la voy a gastar, pero…
1 vote -
Counter
Counter spell not working (no more lies) in ranked play costing the match
7 votes -
Morph + Assimilation Aegis is not overwriting copies of the exiled creature.
If you have a face down creature and exile an enemy creature with Assimilation Aegis, then equip the face-down creature with the Aegis, the equipped creature remains 2/2 instead of becoming a copy of the exiled creature.
2 votes -
rush of dread
I lost a game where my opponent cast "Rush of Dread" while I was at 1 life. I should lose half my life rounded up - ie, stay at 1 life. Instead I went to 0 and died. I'm pretty sure this is a bug. Pic shows the end game state, with Rush of Dread in my opponent's graveyard.
11 votes -
“Master” audio slider always resets to zero on launch
I am running Arena on MacOS through the Epic Games Store. Every time I launch Arena, the “Master” audio slider resets to zero. I have to go to Audio settings to turn the volume back up; the other audio sliders all appear to keep their settings between launches. I believe this slider should remember its last setting between launches.
2 votes -
Drawing issues with 11 land drawed in a row over 22 lands .....
1 game on 4 I have this issue of over drawing lands in a deck with very few lands in it.
Getting half my lands in a row is just not something that happened that often in real life, so please change your deck shuffle algorithm, it's really bad right now.
I will keep adding screens and examples until this issues is fixed or if I'm too much anoyed by it and stop the game anyway it is a big default of the game and really ruining the game experience that real magic player could haveHere first example: for 22 lands on the 20 firsts cards drawed, I've got 10 lands.
Here second example for 22 lands on 30 firsts cards drawed, I've got 16 lands.1 game on 4 I have this issue of over drawing lands in a deck with very few lands in it.
Getting half my lands in a row is just not something that happened that often in real life, so please change your deck shuffle algorithm, it's really bad right now.
I will keep adding screens and examples until this issues is fixed or if I'm too much anoyed by it and stop the game anyway it is a big default of the game and really ruining the game experience that real magic player could haveHere first example: for…
2 votes -
Rope Line Attendant and Transforming Creatures
Not sure if this extends to other perpetual effects but there's an interaction between Rope Line Attendant and Ajani, Nacatl Paraiah that feels unintended. Setup:
Player 1 casts and resolves Rope Line Attendant while they have Ajani, Nacatl Paraiah in their hand. This grants the perpetual ability "When this creature enters, create a 1/1 green and white Citizen creature token." However, the Attendant (seemingly incorrectly) grants this ability to both sides of the flipwalker, and upon transformation, Ajani, Nacatl Avenger has this ability trigger and creates a 1/1, despite not having "Creature" in its type line.
1 vote -
hand smoothing issues
i have noticed a few things about hand smoothing that really dont work well.
it curves your hand to be competitive against the other persons deck and if your deck isnt tuned for low cost or high cost gameplay it forces your hand to have a bunch of ****** low cost one ofs or a bunch of land and spells you really dont need till late game. (playing combo against red goblins or mono red burn forces a midrange hand to be full of one cmc cards. playing midrange against ramp it forces your hand to be full of land and mana sources and no early game creatures because they are ramping to a bunch of large creatures.)
color fixing is based on both players colors and deck types not just yours and the opponents.
(more times than i can count i play multicolor decks a lot and if someone is playing one of my colors the hand smoothing will imbalance the color focus to the other player and my hands will be reduced in those colors. i have noticed this the most with red and blue. if they are playing a heavy red or heavy blue deck they will get an unproportionate amount of those colors and i wont get any of those colors of land but a lot of those colors of cards. its like the hand smoothing is counting both decks as one game and one deck and is buggy so it splits them unevenly even while mulliganing.)i have alos noticed the 3 ofs and 4 ofs always stick together. (for example etali's favor playing 4 it is fairly consistent to chain 2-4 etali's in a row. the card draw and hand smoothing are clunky and are making it to where 4 ofs especially are one right after another no matter what type of card they are and what their mana cost is. i think 2 together is normal but playing one etali and chaining into 3 others with a considerable amount of 1 2 and 3 drops is not cool. same with llanowar elves. i dont really want 4 llanowar elves in the first 15 cards of the deck 80% of the time and if i reduce them to 3 of i really dont see them in the opening hand more than 17% of the time and they always end up in hands without any green land.)
fabled passages and other search lands or colorless lands are not being counted correctly same with x cost spells and hybrid cost mana symbols.
(it seems like the hand smoothing is counting search lands as higher priority in the opening hand than multicolor lands. this goes back to the 4 ofs thing where the game forces clumps of four ofs at the beginning even though there are 19 other lands including untapped duals and pain lands the game forces the fabled passages and other search land 4 ofs to the front of the deck in large clumps.)
(the x spells tend to be counted as low cost cards and are forced into opening hands regularly even if you are only running 1 or 2. the proximity to the opening hand should be calculated based on average casting cost of the x cost spells. usually 3 or more so i think they should be counted by the hand smoothing as cards that equal 2 or 3 plus the regular mana symbols cost.)i have noticed a few things about hand smoothing that really dont work well.
it curves your hand to be competitive against the other persons deck and if your deck isnt tuned for low cost or high cost gameplay it forces your hand to have a bunch of ****** low cost one ofs or a bunch of land and spells you really dont need till late game. (playing combo against red goblins or mono red burn forces a midrange hand to be full of one cmc cards. playing midrange against ramp it forces your hand to be full of land…
3 votes -
hand smoothing imbalanced
i have noticed a few things about hand smoothing that really dont work well.
it curves your hand to be competitive against the other persons deck and if your deck isnt tuned for low cost or high cost gameplay it forces your hand to have a bunch of ****** low cost one ofs or a bunch of land and spells you really dont need till late game. (playing combo against red goblins or mono red burn forces a midrange hand to be full of one cmc cards. playing midrange against ramp it forces your hand to be full of land and mana sources and no early game creatures because they are ramping to a bunch of large creatures.)
color fixing is based on both players colors and deck types not just yours and the opponents.
(more times than i can count i play multicolor decks a lot and if someone is playing one of my colors the hand smoothing will imbalance the color focus to the other player and my hands will be reduced in those colors. i have noticed this the most with red and blue. if they are playing a heavy red or heavy blue deck they will get an unproportionate amount of those colors and i wont get any of those colors of land but a lot of those colors of cards. its like the hand smoothing is counting both decks as one game and one deck and is buggy so it splits them unevenly even while mulliganing.)i have alos noticed the 3 ofs and 4 ofs always stick together. (for example etali's favor playing 4 it is fairly consistent to chain 2-4 etali's in a row. the card draw and hand smoothing are clunky and are making it to where 4 ofs especially are one right after another no matter what type of card they are and what their mana cost is. i think 2 together is normal but playing one etali and chaining into 3 others with a considerable amount of 1 2 and 3 drops is not cool. same with llanowar elves. i dont really want 4 llanowar elves in the first 15 cards of the deck 80% of the time and if i reduce them to 3 of i really dont see them in the opening hand more than 17% of the time and they always end up in hands without any green land.)
fabled passages and other search lands or colorless lands are not being counted correctly same with x cost spells and hybrid cost mana symbols.
(it seems like the hand smoothing is counting search lands as higher priority in the opening hand than multicolor lands. this goes back to the 4 ofs thing where the game forces clumps of four ofs at the beginning even though there are 19 other lands including untapped duals and pain lands the game forces the fabled passages and other search land 4 ofs to the front of the deck in large clumps.)
(the x spells tend to be counted as low cost cards and are forced into opening hands regularly even if you are only running 1 or 2. the proximity to the opening hand should be calculated based on average casting cost of the x cost spells. usually 3 or more so i think they should be counted by the hand smoothing as cards that equal 2 or 3 plus the regular mana symbols cost.)i have noticed a few things about hand smoothing that really dont work well.
it curves your hand to be competitive against the other persons deck and if your deck isnt tuned for low cost or high cost gameplay it forces your hand to have a bunch of ****** low cost one ofs or a bunch of land and spells you really dont need till late game. (playing combo against red goblins or mono red burn forces a midrange hand to be full of one cmc cards. playing midrange against ramp it forces your hand to be full of land…
2 votes -
Disconnected Mid-match
- Be in a match. Lose connection even momentarily
- iOS
- Get kicked out of the match. Sometimes restarting the client enables me to reconnect. Other times it does not.
- Not get kicked out in the first place or at the very least make it easy to reconnect.
- Not much to show. It brings me back to the match screen and only records it as a loss later.
- As mentioned, sometimes closing the game and reopening it allows me to reconnect.
All in all, a very frustrating experience. Makes me not want to play the game at home.
3 votes -
Heist -ability giving mental issues
Heist ruins the whole gameplay.
Had fun at first when started to play MTG arena, then I encountered the heist ability.
Games should be played for fun but I have a hard time imagining anyone enjoying that ability. When opponent casts first heist ability I just insta surrender to save my mental health.
Probably time to start playing hearthstone or something.
11 votes -
Hundred-battle veteran arena bug
I just played a match on arena and hundred-battle veteran did not enter with a finality counter on it when cast from my graveyard. It then died again. And I could cast it again. And then it died for a third time at which point arena was telling me I could cast it again but I didn’t want to take advantage of it. I just thought I missed something the first time. Was playing on iPad.
2 votes -
Upkeep Triggers
Triggers on the beginning of upkeep do not allow you to respond to them. A player should not be compelled to put a stop on their upkeeps to respond to a trigger, eg. demonic pact, unless you put a stop on your upkeep will cause you to instantly lose the game, when you could easily respond to all of its triggers.
3 votes -
Bad timeout timers
How come when I play anything that takes time my timeout timers pop immediately but when others do they can take their sweet time? This guy was leisurely able to deck me out in brawl manually activating an effect almost 50 times but if I play something with a bunch of auto activations it takes my timeouts. I didn’t even start my video until after he had almost half my deck gone and the video itself took 2:34. With only two timeouts. Tell me why it starts later for others when their stuff is all manual. Hot garbage I swear. 1/10. Would not recommend this game.
How come when I play anything that takes time my timeout timers pop immediately but when others do they can take their sweet time? This guy was leisurely able to deck me out in brawl manually activating an effect almost 50 times but if I play something with a bunch of auto activations it takes my timeouts. I didn’t even start my video until after he had almost half my deck gone and the video itself took 2:34. With only two timeouts. Tell me why it starts later for others when their stuff is all manual. Hot garbage I swear.…
4 votes -
crash on finding opponent
Sometimes the game crashes when it finds an opponent. Upon launching the client and the game tries to join the match it progress it crashes again.
6 votes -
Doesn't let me use instants on my turn
Doesn't allow instants to be used during my turn only on the opponents turn.
7 votes
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