As predicted briefly on the forums, playtesting Arena Grand Melee was challenging at times for us. The following is a list of some of the reasons why. Enjoy!
Up first is the card that was never a positive flip for us.

If only we could develop at GenCon.
And to answer a question on the forums, yep, if you are working at a store, you draw 2, then discard your hand. Sorry.
The next 3 cards are tough for us for very similar reasons.

Cards from the current set that we are testing don't gain flavor text until the end of development.

Ditto reminder text.

100% of our playtest cards are sleeved (except sometimes our heroes).
The next couple of cards deal with the definition of 'owns'.

It sure is easy to rip up playtest cards, both physically and emotionally.

We aren't ever at a loss for packs here. Thanks Upper Deck!

This card is fun when everyone is trying to call the same person in the room and that person knows what's going on. But when you call someone in a different department and they play along, and then wander over asking what in tarnation is going on, it's especially hilarious.

This card can certainly skew some playtesting of 'real' cards.
I hope you enjoy playing AGM as much as we enjoyed making it.
What is your funniest AGM moment?