Quick answer: Use a proper Fisher-Yates shuffle with a good random source, seed it well, and for multiplayer make the shuffle server-authoritative and verifiable.
A biased shuffle is a flawed algorithm. Fisher-Yates fixes it. Here is how.
How to fix it
1. Use Fisher-Yates
Implement the Fisher-Yates shuffle, which produces every permutation with equal probability. Naive approaches like swapping random pairs N times, or sorting by random keys, are biased.
2. Use a good random source
Seed the shuffle from a high-quality random source. A weak or poorly seeded generator makes shuffles predictable, which matters especially for card games where players track outcomes.
3. Make multiplayer shuffles authoritative
In multiplayer, shuffle on the server (or with a verifiable commit-reveal scheme) so no client can predict or manipulate the deck. A client-side shuffle is both cheatable and a desync risk.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.