Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




26 May


25 May

Comment

Originally posted by asterik216

Well that's great to hear. A big thank you from me and I'm sure many others for that.

Are there any plans for giving players a unlimited amount of deck slots if they are stored locally? Something like MTGO has maybe? Also is there a possibility of folders to organize decks into groups?

Folders are definitely an often requested feature - but we've been thinking more about custom tagging on decks as a solution to some of the organization problems. Reasoning: it wouldn't require a refactor of the page and it could be more powerful than folders - each deck would only be in one folder but could have multiple tags.

Local deck store sounds neat. You probably wouldn't be able to play a deck until you moved it onto the server, but I could see having a page of stored decks. This would still require some refactoring of the manager, because right now it loads all of your decks at once. Maybe as just a filesystem function? I'll look take a look at it, but no promises. :)

Comment

An unintended consequence of adding the "View Battlefield" button after the match. We're working on getting it fixed but I don't know the ETA, because it's not my team.

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Hello!

When we moved deck favorites to the server (initially they were only saved locally) an unintended consequence was that the deck builder ended up squashing them when it saved the deck.

I fixed this last week, so it should be in the next big update.


23 May

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Check to see if you have 16 cards in the sideboard (including a companion). I just fixed this bug, but it won't be released for a bit.


22 May

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Because we don’t want players to feel like they’re “losing out” on their constructed rank if they want to play both. If they were separate, a player that wanted to climb the ranks would need to pick one at the start of each season and stick with that. We think it’s better to allow them to go back and forth however they want, making progress on the same rank the whole time.

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Originally posted by Shawt_WOTC

Hey that's me!

I can't tell you how happy I was to see you running a High Alert deck. (Sorry for spamming "Nice!" I was just so happy to see it) I consider myself a connoisseur of jank, here's the pile I was running in that game:

Deck

  • 4 Claim the Firstborn (ELD) 118
  • 19 Mountain (IKO) 271
  • 4 Act of Treason (RNA) 91
  • 4 The Akroan War (THB) 124
  • 4 Lukka, Coppercoat Outcast (IKO) 125
  • 2 Mask of Immolation (M20) 151
  • 3 Drakuseth, Maw of Flames (M20) 136
  • 4 Yidaro, Wandering Monster (IKO) 141
  • 4 Witch's Oven (ELD) 237
  • 4 Dwarven Mine (ELD) 243
  • 3 Go for Blood (IKO) 122
  • 1 Weaponize the Monsters (IKO) 140
  • 4 Heartfire (WAR) 131

I can vouch that this is the same shawt from that account, and that he works on Arena with me. And also that he plays a lot of silly jank.

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Originally posted by WotC_Jay

Not sure how this happened, but it's a bug. We're investigating now, but 91% is the intended discount. We will run an automated process within a few days to refund the difference to anyone who purchased at the higher price.

The refund process is now complete; anyone who bought at the 80% discount got refunded gold/gems to make up the difference to the 91% discount.

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Working on it. There’s actually a few tech bits we need to do this (lands work differently than styles in various ways), but it’s something we’d like to do.

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Originally posted by Gh0stP1rate

If you’re looking for ideas, here are some, from a guy who’s been playing kitchen table magic since Odyssey:

  • More a permanent queue like “Standard Shakeup” with healthy rewards just for playing (and not rewards for wins!). Rapidly evolve the banned list to keep things interesting. Add a restricted list = 1-of allowed, or add “pairing” bans - this card by itself might be ok, but not in a combo with that one.
  • Rewards like quests: “Cast a green creature with greater than 5 power while only having mountains and islands in play”. Maybe give players a free re-roll or three on these kinds of bonus quests.
  • Rewards for long games and flashy spells - “Cast a ten mana spell on the 10th turn”
  • A queue with community voted bans / restrictions. If anything, it would be interesting to see how it played out.

Arena has the glorious ability to iterate rapidly, so these can all be launched as standalone events, and you can judge pl...

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Thanks for writing this out, we love kitchen table magic too! (I was just brewing an Act of Treason / Lukka / Yidaro deck with one of our producers for play queue shenanigans) Many of the ideas you listed have been part of our conversations, so I think hopefully, we are on the same wavelength with how we will end up solving these problems in the future.

One thing I mentioned in another thread is the idea of being careful with specific daily quests because they can affect the meta. That's why a lot of them seem "vanilla". For example: we tried out some more focused ones - like "Create X Tokens" - and it pushed players towards making token generating decks with no win condition, which wasn't fun for anyone. I personally think it would be fun to have achievements someday that function like the quests you are talking about, but are achievable only once.

Thanks again for the feedback. See you around!

Comment

Originally posted by HectorShadow

But the incentive to get more cards is shared by Johnny, Timmy and Spike. Timmy needs those cards to get big creatures, and Johnny needs diversity to build his jank.

What would you say if the daily reward system was replaced by getting a size 12/12 creature on the board up to 15 times per day? Or if you would have to get 10 different triggers on the stack up to 15 times per day? These would be right up Johnny and Timmy's alley, but MTGA current daily reward system is meant for Spike.

But the incentive to get more cards is shared by Johnny, Timmy and Spike. Timmy needs those cards to get big creatures, and Johnny needs diversity to build his jank.

I still love these archetypes and think about them a lot as I work on the game. It's cool that they are public knowledge, and that players can use them to talk about design in an informed way.

I agree that there is a real need to provide a healthy reward structure for players who are looking for fun, "kitchen-table" games of magic. I don't have any solutions to share, but I will tell you it's something we are currently talking about in leadership and design meetings. This is a great thread and reading people's responses definitely informs our opinions. Thanks for reposting it!

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Originally posted by Styxo

One more thing that bothers me personally:
In the decks page when you choose a format, then double click on a deck, change something, click done and go back to decks page, the format filter goes back to all decks. It is really annoying that I have to select it over again especially when I have a lot of decks from multiple formats (I would actually prefere to save the filter even between session but thats not that important).
However the other filters (color and name) do not reset. u/wotc_kale can we make this fixed, please?

Yeah, that seems lame. I have Unity open right now so I'll see if it's a quick fix.

No promises; there are sometimes UX patterns that are to make sure users don't get lost. I wouldn't want someone to think "Where'd my decks go?", but it sounds fine in theory.

Comment

Originally posted by Diet_Goomy

the 500/750g rewards needs new parameters. some are getting old.

how about something like

750g: create 40 tokens

500g: gain 30 life

750g: lose to an effect you control

750g: win without reducing your opponent to 0 life

500g: sacrifice 5 creatures your opponent's own

500g: 3 opponents forfeit before the game was decided

750g: "(RARE)special effect: increased chance to be paired against a wotc staff member " Play against a Legend!

750g: win 4 times without controlling a permanent an opponent owns.

The problem with less "vanilla" quests is that they shape the meta more than we like.

We tried a "Create X Tokens" quest and people were playing decks with all token generation and no win condition. It wasn't fun for them or for their opponents, and it also wasn't really a game of Magic anymore.

I think you're thinking more in the Achievements space. Those would definitely be fun to do once or twice, but not every day. If we ever do an achievement system, we will definitely include some quests with more interesting conditions.

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Originally posted by rrwoods

Additional initial tracking support for player draft

I don't see this in the provided sample. Can /u/wotc_kale (or whoever's the appropriate Wizard) give a sample of this output?

We have added tracker support for picks and scene transitions in this release. Next release should have tracking for all the rest of the cards in the pack (probably what you are actually interested in). Sorry, this is taking longer than than it should have.

I don't have the specifics of the log messages in front of me, but I could find it if you still need it.

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See if you have 16 cards in your sideboard. There is currently a bug in which we don't warn you when you have 16 cards in your sideboard (including the companion).


21 May

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Originally posted by talann

How do we let them know other things?

I really would love to be able to complete my dailies with my friends. That is the only thing that I am looking for at this point.

👋 Hi

There are a bunch of us that are active on Reddit, so commenting and voicing your concerns here isn't a bad place for feedback.

Re: Daily play rewards. We are currently looking at some solutions for Daily / Weekly rewards that don't as heavily incentivize wins versus play. No schedule for when these changes would take place, but we are talking about it and looking at feedback and data from players. Thanks for letting us know!