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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3078 results found
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Creature didn't return to my hand when it died while attacking with Ares God of War
Ares God of War and another creature attacked, then they cast the deal 2 damage to attacking creature to kill it. But the creature didn't go into my hand.
PC
1 vote -
Import error
Clicking on Import gives me the following error: "Deck import failed with the following message: The input string contains an invalid line: Emrakul"
See attached screenshot
1 vote -
Error when downloading game update
I tried to completely uninstall and reinstall for both Windows and through Steam but I keep getting "Error Updating Data: Please check your connection and try again." When I hit retry it starts the download all over and then I encounter the same exact error problem within 2-4 minutes.
1 vote -
I don't think I received my gems after finishing a draft.
Last Friday, 2026/10/09, I entered a draft using a token. I won 5 games and should have gotten 1600 gems. However, I'm 95% sure I had the same amount of gems afterward as before. Is there a way for you to see a log of my gem transactions and token uses, to see if there is actually a discrepancy, or if I'm just remembering wrong?
1 vote -
Moving Cards From Packs to Decks
Hi there! Thank you for taking input for your lovely game. One of the most difficult things about buying packs is when you open and survey them, you may want to add them to a deck right away. It would work to instantly find one card because they’re highlighted as new when going to the first deck you want to edit. As soon as you go to the second, you would have to memorize the card name or search through keywords till you find it. I suggest being about to “heart”, “save”, “move to folder”, etc, cards from the open packs. Even simpler (conceptually): Give each personal deck have a section to drop potential cards rather than a list of hearted cards.
Hi there! Thank you for taking input for your lovely game. One of the most difficult things about buying packs is when you open and survey them, you may want to add them to a deck right away. It would work to instantly find one card because they’re highlighted as new when going to the first deck you want to edit. As soon as you go to the second, you would have to memorize the card name or search through keywords till you find it. I suggest being about to “heart”, “save”, “move to folder”, etc, cards from the open…
1 vote -
Unsummon Bug
Unsummon Bug
I cast Henchbots (TMNT). In response to that, my opponent cast Unsummon on Henchbots, which hadn't entered play yet. Shouldn't Henchbots have to enter play, thus giving me the ETB trigger, before it can be targeted with Unsummon? Unsummon specifically says return target creature to it's owner's hand, and it isn't a creature while it's on the stack. Since when can Unsummon be used as a counterspell?1 vote -
can't use abilities after reconnect
my internet disconnected during a match and it crashed my game. After I restarted the game and reconnected, I couldn't use any of my instants or abilities.
Visually, it said I still had timers left but it was acting like I didn't, since I wasn't getting any prompts to resolve triggers. There were no creatures, enchants, etc. on the field that should have stopped me either. It cost me a ranked match.
1 vote -
ugin
Why was this card made then allowed to live and remain playable after it somehow managed to get printed? It's so *$%@ing broken it's beyond absurd. Most planewalkers hit the board and it's not terrific, but generally not instant concede. Ugin has overpowered EVERYTHING. Cards like this and the Bloodthirsty Conqueror combos remind me why I stepped away from the game for a decade. It's disheartening to see wizards still doing the same nonsense, ignoring the community and filling our bowls with feces and telling us "now doesn't that taste GREAT? " /end rant
1 vote -
Game-breaking animation timer issue: Tainted/Demonic Pact combo on MTG Arena
To the MTG Arena Development & Support Team,
I am writing to report a critical issue regarding how the MTG Arena client handles game animations and turn timers, specifically involving the Tainted Pact + Thassa's Oracle interaction in Brawl.
Executing this combo requires exiling cards one by one down to the final cards in the library. Passing the interaction to my own turn is simply not a viable workaround due to mana efficiency—casting Pact on the opponent's end step is the correct and necessary line of play to untap and cast Thassa's Oracle with protection or sufficient mana on my turn.
However, because the client's visual animations do not pause the server turn timer (the "rope"), the game repeatedly times out while resolving Pact triggers. This creates a severe structural flaw: a fully legal, strategic, and tournament-viable Magic line is rendered unplayable purely by the limitations of the Arena UI.
This defect has had a direct negative impact on my competitive standing. I was ranked #54 in Mythic, and due to forced losses from server timeouts on this exact interaction, my rank has dropped into the low 400s. Losing rank not to misplays or opponents' responses, but to the game client timing out during standard stack resolution, is incredibly frustrating and undermines competitive integrity.
Please address how timer buffers work during repetitive non-loop activations, or adjust animation resolution speed so that players are not penalized for executing valid deck strategies.
I fell that i lost a lot of my grind, that is verry important to me.
Thank you for your attention to this matter, and I look forward to your response.
Best regards,
To the MTG Arena Development & Support Team,
I am writing to report a critical issue regarding how the MTG Arena client handles game animations and turn timers, specifically involving the Tainted Pact + Thassa's Oracle interaction in Brawl.
Executing this combo requires exiling cards one by one down to the final cards in the library. Passing the interaction to my own turn is simply not a viable workaround due to mana efficiency—casting Pact on the opponent's end step is the correct and necessary line of play to untap and cast Thassa's Oracle with protection or sufficient mana on my…
1 vote -
Unable to log in the game
While opening the game, either on Steam or Desktop Launcher, it loops on requesting format data and keep force me to reconnect or exit the launcher.
Still do not know how to solve this problem.1 vote -
Once again we players have to address you what the problems are with Historic
I find myself returning to this topic once again because, unfortunately, nothing has changed since my previous feedback, and the banlist announcement is once again sympthom of a complete unkoledge of the format. All of that is now becoming a tradition.
The situation has gotten worse. 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 and all related cards. Instead of reducing the dominance of reanimator strategies, the last unuseful 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, expecially Bo1, 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, that closes consistently the game at turn one. This is a great problem. 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, and the banlist announcement is once again sympthom of a complete unkoledge of the format. All of that is now becoming a tradition.
The situation has gotten worse. 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…1 vote -
Ancient tomb on Brawl
Though its marked as Illegal in the format I've played against ancient tomb on competitive brawl today
1 vote -
Soulflayer Bug with Hexproof Creatures
According to the Rules Soulflayer should get with delving(aka exiling) a Knight of Grace or Malice Hexproof from Black or White depending on the card. But instead the card gains regular Hexproof which should not be possible. I would love to play the card but I don't want to abuse this interaction on Arena.
Here how to replicate the Interaction:
1. Have four cards in the Graveyard including a Creature with "Hexproof from " ie Knight of Grace.
2. Cast Soulflayer with its delve Ability exiling Knight of Grace.
3.Soulflayer comes with regular Hexproof into play, which shouldn't happen.1 vote -
Dauntless bodyguard
Dauntless bodyguard ability not working. Multiple games were direct damage on the card it is protecting still kills the creature after sacrificing the bodyguard
1 vote -
Drag-and-Drop Bug Affecting Subsequent Picks in Draft
During a Draft, I click and hold a card with the left mouse button to select it using drag-and-drop.
While I am still holding the card, without releasing the mouse button, the pick timer reaches zero.
The current pick is completed correctly. The game automatically processes the selection when the timer expires.
However, the problem occurs on the NEXT pick. The client appears to retain an invalid drag-and-drop state from the previous pick.
When the next pick begins, the game displays a misleading network connection error and prevents me from selecting any card.
The client remains in this broken state, making subsequent picks impossible until I completely close and restart MTG Arena.
The key point is that the pick during which the timer expires is NOT the one affected. The bug manifests on the following pick, apparently because the previous drag-and-drop operation was not properly terminated when the timer expired.
This strongly suggests an issue with the client's handling of drag-and-drop state transitions when a timed pick expires, rather than an actual network connectivity problem.
During a Draft, I click and hold a card with the left mouse button to select it using drag-and-drop.
While I am still holding the card, without releasing the mouse button, the pick timer reaches zero.
The current pick is completed correctly. The game automatically processes the selection when the timer expires.
However, the problem occurs on the NEXT pick. The client appears to retain an invalid drag-and-drop state from the previous pick.
When the next pick begins, the game displays a misleading network connection error and prevents me from selecting any card.
The client remains in this broken state,…
1 vote -
gameplay bug
i can't do anything at this moment and i will win for the next turn
i try to reload the game but it is not useful1 vote -
Wrong Vraska style acquired via Orbs
As already explained here:
https://mtgarena-support.wizards.com/hc/en-us/requests/5359704?page=1I tried to acquire the Vraska, the Soul of Stone Card card style with a Orb I got from dailies.
Instead, I received the Vraska, the Cutting Glare Card Style (which I never bought).
1 vote -
Gameplay Problems in competitive brawl
Dear Wizards of the Coast Team,
I am writing to share my feedback regarding the balancing of the Competitive Brawl format. This specifically concerns the following cards in the screensshots.Strip Mine:
With the card "Strip Mine", the issue is that in Landfall / Land-based decks, it allows players to simply destroy all opponent lands.
Thassa's Oracle & Demonic Consultation:
With "Thassa's Oracle" and "Demonic Consultation" (Pakt des Verderbens), the issue is an infinite combo loop that exiles cards until the library is empty, causing an immediate win/loss on the spot. It feels completely unfair and uninteractive.These cards are currently so powerful that they severely restrict the metagame. Please also refer to the attached screenshot.
I kindly ask you to consider reviewing and banning these cards.
Thank you for your time!
Best regardsDear Wizards of the Coast Team,
I am writing to share my feedback regarding the balancing of the Competitive Brawl format. This specifically concerns the following cards in the screensshots.Strip Mine:
With the card "Strip Mine", the issue is that in Landfall / Land-based decks, it allows players to simply destroy all opponent lands.
Thassa's Oracle & Demonic Consultation:
With "Thassa's Oracle" and "Demonic Consultation" (Pakt des Verderbens), the issue is an infinite combo loop that exiles cards until the library is empty, causing an immediate win/loss on the spot. It feels completely unfair and uninteractive.These cards are…
1 vote -
Erro de tradução na carta Arni, Escriba Humilde
O efeito da carta ativa quando uma criatura "não ficha" entra, mas em pt-br o texto diz que é quando uma criatura não ficha morre
1 vote -
Urgent Necropsy: Game freezes on collect evidence screen (cannot select graveyard cards or cancel)
Platform: [PC]
Format: [e.g. Standard Best-of-3]
Date: [e.g. October 11, 2026]Steps to reproduce:
1. Cast Urgent Necropsy.
2. Choose the following three targets:
- a Treasure token (artifact)
- a Cadet Token (creature)
- Chandra, Torch of Defiance (planeswalker)
The total mana value of the targets is 4, so the cost is collect evidence 4.
3. The game moves to the screen for choosing cards to exile from my graveyard.
My graveyard had enough cards to pay the cost:
two cards with mana value 1, two cards with mana value 2, and three cards with mana value 3.Actual result:
- Clicking the cards in my graveyard does nothing. They are not selected, and the mana value counter does not increase.
- Pressing Cancel does not return me to the previous screen.
- I could not take any other action, so the timer ran out. The only options were to lose by timeout or to concede.Expected result:
- I should be able to select cards from my graveyard with total mana value 4 or greater and finish casting the spell.
- Or, at least, Cancel should return me to the previous step.Notes:
- I did not take screenshots or video because I did not expect the bug.Platform: [PC]
Format: [e.g. Standard Best-of-3]
Date: [e.g. October 11, 2026]Steps to reproduce:
1. Cast Urgent Necropsy.
2. Choose the following three targets:
- a Treasure token (artifact)
- a Cadet Token (creature)
- Chandra, Torch of Defiance (planeswalker)
The total mana value of the targets is 4, so the cost is collect evidence 4.
3. The game moves to the screen for choosing cards to exile from my graveyard.
My graveyard had enough cards to pay the cost:
two cards with mana value 1, two cards with mana value 2, and three cards with mana value 3.Actual…
1 vote
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