Join tens of millions of Magic: The Gathering fans playing the world’s best strategy card game with Magic Duels! With an ever-growing library of collectible cards, multiple game modes, and robust deck-building tools, Magic Duels provides an epic Magic experience for new and veteran players alike.


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They removed some functionality from actual MTG, but that didn't stop me from spending, according to steam, 276.6 hours playing this game. I miss the creative quests from this one, deal 10 damage with one creature, attack with 5 creatures in one turn. The quests in Arena are kinda lame...

menos mal que salió magic arena

The announcement of this was amazing and a welcome one at that, but when it actually released and updates happened there were a myriad of issues. Mostly being that Magic is designed in a way to allow for multiple ways to play, such that messing with something can drastically change the original design intent and thus change the games balance.

Being an introduction to Magic was fine, the tutorials were pretty good and the story missions were fun from a flavour perspective. But, coming from paper Magic it was a pretty big dissapointment, especially as new sets were introduced.

The first issue, that didn't affect newer players but people who loved the game, was how the turn phases worked. Magic can be taught simply, but it has a heap of complex rulings and timings that allow it to have really cool and fun interactions. Magic Duels simplified this, making some card interactions straight up not possible and actively hindered some decks.

The next widespread issue was with deck building. Each card has a rarity, Common, Uncommon, Rare and Mythic. These don't always equate to power as they impact multiple aspects of the physical card game, but within Magic Duels, they decided to make the rarity equal to how many copies of a card could be put into a deck. 4 of a Common, 3 of an Uncommon, 2 of a Rare and only a single Mythic. This also affected a lot of decks that may have had a reliance on certain cards if they were of a higher rarity and colours that have better Common cards, obviously designed for different formats, like draft. The game created its own meta, which was interesting for a short time.

What I found to be the biggest issue and what I think turned a lot of people off the game was the decision to not release certain cards with their respective set, at all. A cool and powerful card was revealed and people were really looking forward to playing with it in Magic Duels, only for there to be an announcement that it was being replaced or wasn't going to be in the game at all.

Not up anymore but even when it was the card restrictions like only one of any mythic rare per deck was dumb af.