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All the dailies are focused on things like playing lands or attacking with creatures, something that every deck is capable of regardless of the result. If you flip every daily til they are 750 gold and try to only complete them when they're 750 (but otherwise making sure you get a new one each day) then you'll have all the gold you need from them alone. You don't need to win games at all to earn gold to build decks.
Even then so long as you build at least a 40/60 deck you're still winning plenty of games. And people are perfectly happy playing lower winrate decks if they enjoy when they do their thing.
The trouble with making it completely win agnostic is that too many players would just build decks that cannot win but take a very long time to lose... even though they would be much better off just jamming RDW if all they care about is match participation and dailies.
An example instead of 15 daily wins we could change it to 15 games played without conceding.
This is a streamlined Arena Gacha game. Taking what works in other gacha card games like Marvel Snap's ability to concede and move on for example that many mistake as rage quitting. It is meant to have a mode that have fast games. That is not conducive to a caring community and it counterproductive to spending.
I disagree that MTG was about winning. The experience of two wizards facing one another with a perfect archetype template was its appeal. It you take away all the abilities on a cards, the template was well constructed, lands, creatures, sequence is fine.
It is how they have set this up to be OP card themed releases for sales. It becomes how you handle the farming, and resources in the game.
To help you, new players here is a terrific breakdown on how you should farm and get around resources, what modes to play.
https://www.youtube.com/watch?v=8tUlWWu5ocY
One thing I would do if I am this developer is create a few modes that help the new player or intermediate player. Old school MTG customers learned in schools, in colleges. There is no mode for that experience, so why would you buy, why would you stay in the game? What they have set up is whale and spenders, and players who take advantage of new players.
So they could improve a lot.
Exactly. If you don't get rewards if you concede, then people would be even more abusive.
Here's an easy way... At the end of each match, you can rate your opponent. You can say if they were fast, polite, and / or had an interesting deck. If enough people give you a thumbs up each week, you get a small reward... let's say 1,000 XP. If you maintain that throughout the month, you get a free pack. Maintain that throughout the full set, you get a free cosmetic.
Not only does it reward people for just playing, it would actually tell people being slow and rude is frowned upon. I still run into people who think roping is perfectly acceptable.