dangerlinto's picture
By: dangerlinto, Mike Linton
Jan 12 2008 12:46am
Login to post comments

Over the years, a number of posters on various Magic forums have made it known that they were studying economics, and were going to be writing an essay/paper/thesis on the grand scheme of the microcosm that is the Magic the Gathering: Online (MTGO) marketplace.

I’m not going to do that.

For one thing, I’m not an economist. I won’t pretend to be and I certainly won’t certify anything I say as the words of an expert. I will tell you, however, that as far collectable market trading goes, like many people born in the late 70’s, I have been in the trading card market since before my voice dropped down to a flat base. I’ll also tell you that I don’t think it takes an expert to see what is currently going on in the little world of MTGO’s economy.

Parts of it are collapsing.

Specifically, the value of cards which are generally not used in tournament play, and especially the value of those cards which are poor enough that most casual decks won’t use the proverbial 40ft pole, is sinking. For example, take a look at this

Message Board - Selling

128 commons for one ticket… Six rares for one ticket! Assuming a ticket is worth $1 (and we know it’s not quite, but again, that’s the economics major’s paper. At any rate, it’s worth $1 to WoTC), that would mean that to get the same rares by purchasing packs, you’d need the equivalent of 24 tickets. For the commons you’d have to buy 11 + packs. It gets worse – look at this list:

Candles of Leng [TSP] 0.05 0.06
Weathered Bodyguards [TSP] 0.06 0.08
Ixidron [TSP] 0.06 0.08
Magus of the Jar [TSP] 0.07 0.09
Restore Balance [TSP] 0.07 0.09
Sprite Noble [TSP] 0.07 0.09
Chronosavant [TSP] 0.07 0.09
Moonlace [TSP] 0.07 0.09
Stronghold Overseer [TSP] 0.07 0.09
Tivadar of Thorn [TSP] 0.07 0.09
Demonic Collusion [TSP] 0.07 0.09
Opal Guardian [TSP] 0.07 0.1
Magus of the Mirror [TSP] 0.08 0.1
Endrek Sahr, Master Breeder [TSP] 0.08 0.1
Spike Tiller [TSP] 0.08 0.1
Lim-Dûl the Necromancer [TSP] 0.08 0.1
Ib Halfheart, Goblin Tactician [TSP] 0.08 0.1
Psionic Sliver [TSP] 0.08 0.1
Hypergenesis [TSP] 0.08 0.1
Norin the Wary [TSP] 0.08 0.1
Liege of the Pit [TSP] 0.08 0.1
Magus of the Candelabra [TSP] 0.08 0.1

All these cards are selling at least ten for one. That’s $40 in packs. So igoring the value of the commons and the uncommons (and a quick look at the image above should tell you exactly how much they are worth on average – nearly zilch), it’s possible that you could open up 10 packs of Time Spiral, costing you $40 at the store, and ending up with $1 worth of cards. That’s a 4000% loss - or a pretty crappy investment.

That’s a problem. It’s a problem because one of the things that has kept this game moving along for so long is the fact that the cards themselves retain a small amount of value. In short, the fact that it is a collectable game keeps people playing. You don’t need to be a market expert to know that people enjoy having things of value.

Now, I know what you are thinking – there are still a lot of cards on Magic Online that are very expensive. If the market is collapsing, how is that possible? Well it’s true – some cards remain valuable, because they are sought after for play for constructed matches. However, those number of cards are fairly small, and are dwarfed overall by the number of non-playable cards. Overcall, the tendency for card values of constructed playable or staple cards has remained the same over the years, but the value of the other cards has slid drastically. If the good stuff has the same value, but the crap has slid down, that means overall the marketplace is sliding downward.

How drastically? If I could get you a screenshot of the same marketplace from 3 years ago, the best deal you’ve be able to find on rares would be 3 for 1. And maybe a small amount of cards (certainly not a long list like the one above) would be worth a quarter.

So how did we get here?

Of course, the collectable market is driven by supply and demand. I hope at its basic level everyone reading this understands the dynamics of supply and demand. Now three years ago the demand was actually lower, as MTGO hadn’t hit it’s hard limit on the number of people who could come into the system, though it wasn’t too far away from the limit that hovers around 3,000 users at any one time. So demand might have risen slightly. But a number of factors have raised the supply in that time far and above what the demand could make up for. There are two main factors that have caused this slide

  1. Since recovery from the v2 disaster, the number of people using MTGO to draft has risen considerably. MTGO is a draft machine. Being able to draft practically anytime online is essentially the hallmark of the program, and it’s popularity in that regard has gone up by leaps and bounds. However, at the same time, constructed events haven’t seen comparative increases. There are numerous causes for this – but chiefly I believe the fact that paper has the Pro-tour, Grand-prix, Friday Night Magic and essentially the full support of the Wizards of the Coast marketing machine had a lot to do with that. Winning a 2x event on MTGO makes you no one. Heck, winning a championship on MTGO makes you no one. But win a PT and you are lauded. These points illustrate the disparate supply of cards coming through the system from cracking packs in drafts to what people are actually going to play with. There are often as many players playing limited events as people playing casually. This causes an avalanche of crappy, unusable constructed card to appear in the system.
  2. Redemption has become more difficult and expensive. This has an impact because redemption removes a crappy 0.10 rare from the system at the same rate as a $10 rare – 1:1. Redemption acted as one of the last remaining outlets of demand for crappy rares.
  3. And this point is the main point, and the largest culprit in causing the value of cards to plunge. Bots. Bots, Bots, Bots, Bots, Bots, Bots. They are everywhere. It seems like everyone and their dog has a bot. What bots have done in their incredible expansion (other than causing the single client restriction to be enforced) has been to be the cause of very slide in card prices they’d probably like to avoid. You see, there is supply and then there is supply. Previous to all the bots you see nowadays, trading in MTGO was much like trading paper cards before the internet. You were hampered heavily in your ability to either find what you wanted or comparison-shop, because there weren’t any 24hr bots waiting to cater to your every whim. Essentially, the bot has increased the supply of crappy, unusable cards by leaps and bounds over what it used to be. Before if I wanted a $0.33 rare, I’d have trouble finding it. Firstly no one advertised those, so I’d have to be passive and wait with a buying advertisement for it. Also, there is a major problem with doing that since MTGO only works in 1 ticket increments. So unless you needed 3 of that card, you would have to be very creative to not have to end up paying much more for it. 

    Now, all you have to do is hit up the latest X for 1 bot, grab your card and maybe 2 other you liked and you are done. In effect, the very convenience of the bot had devalued the rare. The market has become so fluid that it is lowering prices to the lowest values ever. And as m
    ore and more people get bots and the system comes close to hyper-fluidity, the effect will only become worse.

How to rectify the situation

And this is the tricky part – this slide has been going on for years. With what we know of basic economics, there are only two ways to reverse the trend. Either we raise demand for crappy rares, or we reduce the supply of crappy rares. A number of people have suggested ideas for doing this. Firstly, R&D could stop making rares so disparate in their constructed playability. Right - next solution.

Some people have suggested a method of casual play run by WoTC that rewards people for using crappy cards via some sort of rewards system. I find this idea flawed in three ways. Firstly, it doesn’t address the real problem – that the cards are crappy and mostly unplayable. Giving me a tiny reward for doing so once doesn’t make me want to keep the card. It makes me want to borrow it once and then sell it to a 5 for 1 bot. Another problem is that the game of Magic doesn’t lend itself to rewarding “casual” play. Once something is on the line, people will do whatever they can to win. Hence, it seems to me any such system is flawed in terms of sheer idealism. Lastly, it doesn’t have a lot of reward the most important factor in the marketplace – Wizards of the Coast. Remember, they really don’t make a lot of money on the secondary market. They make their money when you pay to open packs. Asking them to program something for 0 reward seems a little silly.

Another suggestion that has had a little merit in forums in the past has been what I will call the “destructor” button. The idea was simply that these cards were so worthless, it wasn’t even worth the time to keep them around anymore. Anywhere. Blow them up. Put them in the digital incinerator and think of them no more. Two versions of this plan exist – one where you just do it to clean up your collection, and one where Wizards would give you something small back – say a ticket for every 256 cards. Both these plans have flaws too. The first one is a problem because, by the very economic model the system uses, no one would want to destroy his or her cards. They would want you to destroy your cards, thereby reducing the supply of the ones they kept and upping their value. Also, there is no benefit to WoTC in that plan – and a headache waiting to happen when someone accidentally blows up something for nothing, though that’s a technical limitation that could probably be overcome. The latter - where you get something back – is totally flawed in concept since WoTC has no reason to give you anything back for your cards. The server space eaten up by your 80,000 card collection isn’t even worth a penny to WoTC – much less a tix.

However, the idea of crappy cards leaving the system continued to intrigue me, because I’ve always felt it was no small coincidence that the least valuable cards online were being drafted when redemption was at it’s worst – During Time Spiral. There had to be another way to make those cards disappear that would encourage the masses to do so, and at the same time, remain profitable for WoTC to institute the program.

And, maybe, just maybe, I think I found it. I give onto you my proposal for:

Magic the Gathering: Online Reject Rare Draft

The concept is simple. Essentially, you are drafting packs of cards. But instead of buying packs from the system, you are instead supplying the packs to the system of out your own collection. Here are the basic premises for the draft:

  • An 8 player queue is started when 8 people have joined, each with 3 packs of 15 cards, much like the current drat queue
  • Each pack is put together by the participants and must contain at least 1 rare and 3 uncommons. For the purposes of the proposal, they could be from any set, but that could easily be changed.
  • The participant will also pay 4 event tickets
  • The prize payout would be 3-2-1-1-0-0-0-0. (I’ll elaborate on the payout in a minute)

    And the most important piece of the puzzle:

  • And the end of the draft, the cards you put in packs are removed from the system.

In effect, what is happening here is that you are paying 4 tix, with the chance to win brand-new shiny packs of whatever the queue is paying out. For the consummate drafter, what this means is if you could ALWAYS make at least the 2nd round, you would be essentially trading your crap cards in (1 rare, 3 uncommons, 11 commons) and 4 tix for exactly the same number of cards. Not only that, but you are getting the chance to draft for 4 tix and the crap you’ll never use anyway.

Now, you’ll notice that the entry fee is the same as a constructed queue, but pays one pack less. The reason I thought this was important was two-fold. 1) The idea is cards have to LEAVE the system. If the payout was exactly the same as the cards leaving in terms of the number and types of cards, if would be just be a card-recycling center. The other problem with making it a card-recycling center is that since the cards leaving the system are bound to be total crap, and the cards entering are bound to have at least something more sought after, eventually the system would feedback loop in to the marketplace being flooded with nothing but playables. Which is definitely not an ideal situation for WoTC, since they need at least some that inefficiency to continue to make money – and so does the marketplace.

As for what people would likely put in the packs – why it’d be the very same crap you find in a 6 for 1 bot. At some point, a rare would have to be too valuable to ravage into the Reject Rare Draft, but this would provide a safety valve so that that valuable would never be too low.

Now, I’m sure that I haven’t got this all 100% right yet. It’s definitely a rough sketch of how WoTC could actually profit from the removal of crap from the system, increase the value of cards overall and provide entertainment in the form of drafts all in one go. For certain there could be game play issues that arise by the contents of the packs themselves. For example, what if, for a joke, someone put in 11 Empyrial Armor in the commons for all 3 of their packs. There may have to be some validation done there. It could be the payout should be even and let market inefficiencies take care of the rest. It could be that the payout would need to be less in relation to the number of tix entered. So perhaps a 4-2-1-1 payout but a 5 tix entry.

I think the happy medium is in there somewhere, and I definitely think - so far - this is the best way to solve a lot of the problems that the super-fluid MTGO marketplace has created for itself.


by Anonymous (Unregistered) (not verified) at Mon, 01/14/2008 - 13:53
Anonymous (Unregistered)'s picture

no matter what, thier is no crapy magic card. if a person thinks any one magic card(s) are crapy then they need to relook at the card or rethink thier outlook on deck building. every card can be useful.

 example: i walked into a card shop and i had asked the person behind the counter for 4x norin the weary, and 4x saltskitters. his reply to me was "what would u need with those cards, thier no good and cant be used but in only casual decks, and that even if u find a way to use them". i told him that they were a key card in my deck, a turny deck that whipes most decks away, and it happens to be that those two cards norin and saltskitter paired with pandimonium are 85% of the time, the game winning cards.

my point im trying to make is every card can be deadly, wether it be a rare, common, or uncommon, it doesnt matter. aslong as the person who building the deck is got a open mind and yes im goin to sterotype, smart and has intellgence than no card wotc makes is not crap. as far as the market goes im glad i can pick 5 for 1 tix or 128 commons for 1 tix becasue it gives me a chance to prove to people, to take those so called crap rares and whip peoples butts with them. i like the market the way it is. ive spent just under 10 bucks if not half of that to make my red, green, white turny deck. it pretty muchs trumps most standard and extended decks online adn in actuall decks. the only cards that cost me sumthing online was the 4 timbermares, 4 pandimoniums. cards u call crap like dustelementals, and whitemane lions all play a key role in my deck. so for some like ur selves to come out ur mouth (not tryin to be rude) and say theres a problem with teh market adn theres a lot of crap rares, u guys need to rethink ur out look on deck building.

so again if sumone says or makes those comments, they dont have an open mind and they only rely on cards that people made popular, and keep in mind that the only reason those cards are popular is because people made those cards work great with outhers or built really good decks around them.

Is There really something wrong? by Tropesso (Unregistered) (not verified) at Mon, 01/14/2008 - 13:37
Tropesso (Unregistered)'s picture

I am a limited player, i love to draft, play on legues and i don´t have time to sit 5~6 hours to join  a Premier Event. So I end up selling my cards to refil my tix, or boosters when i am on a bad shape. I wished that cards were more pricey, but i can´t complain either, doran were 3 tix at the begining of the lorwyn, and now it at almost 9. Teg in the other hand just sinked. Well, is this the excess of cards fault´s? No it is our fault! We keep playing with the same cards, wizards has built an huge effort to create the tier 2 enviroment, so we can see cards with the price floating,  Aeon Chron from .25 to 6, or tarmogoyf from 1.1 to 30.

The redemption issue has a impact on the price, i agree with that, the bot commerce has an impact, but who says which cards are expensive or ubber cheap are the players.

Temporary fix by Commons Bin at Mon, 01/14/2008 - 12:53
Commons Bin's picture

I intend to fix part of the problem regarding junk cards....

I will remove junk commons from the pool by simply not reselling/trading them, as they were useless in the first place.

My Alternate Account (Commons Bin) is being set up on the buyers board as a bot that will accept ANYTHING - and today after i have tagged all the junk commons i never use, i will post them there as well. 

(Sorry, for now this is a yatbot and is a bit slow)

Unfortunately, I can't set up an Official bot that gives rebates.

If the service becomes popular I may post a board where frequent donators can take spare cards.  This all depends on the quality of donations, of course.  (once again i will not repost junk) 

This bot will run on ONLY donations and will operate ONLY as long as the service is popular.


Since I am a player, and I built this free service beacuse i hate sorting past them myself, I WILL NOT RESELL JUNK!!

(not like anyone wants to buy 30 Grey Ogres anyways) 

This will be an interesting pet project - I am doing this partially to prove that there are cards that are fuctionally useless, and therefore worthless because nobody will buy them even for .01 or less. 

This bot is currently on my main pc, so it will not be available 24/7 yet.  Once i get one more copy of xp, bot will go full time. 

If this works out well, I may eventually put up a bot where all the junk is free to players. (At least I won't be ripping off the noobs)

If you have any feedback, or ideas as to how to make this service better, drop me a line.

If you use this bot and like it please tell others,as I will not advertise it.

Manual junk/donations of 32 cards or less can be made to kaiwoklaw, if I am around.

Happy Easy Building! 

Pushing constructed by dangerlinto at Mon, 01/14/2008 - 10:13
dangerlinto's picture

Pushing constructed play will only help the prices of the cards that see constructed play - which is a very small subsection of cards.   Since the ratio of Jank/Playable is so high (see MaRo's design articles if you want an explanation why), pushing sacntioned constructed play will not have any effect on the bottom end of the market, which comprises way more of the market than the mid-top end.

by Anonymous (Unregistered) (not verified) at Mon, 01/14/2008 - 00:14
Anonymous (Unregistered)'s picture

Crap is crap is crap, even in real life.  You can see the effects Ebay has had on paper magic by searching for completed auctions on any junk rare example.

For kicks, I searched for Endrek Sahrs.  Many auctions of 4x premium Endrek Sahr's ended at ~2 USD plus shipping.  Normal versions were 1 USD+ shipping.   

Properly handled this could be a fun way to pass some time on mtgo and generate some new boosters. I respect what you're trying to do, but I'm not sure gobbling up rares from the system would change the crappiest crap's prices that much.

by Anonymous (Unregistered) (not verified) at Mon, 01/14/2008 - 07:42
Anonymous (Unregistered)'s picture

- Why do you have to draft with the rejected packs at all ? That creates more problems than it solves. Just submit your packs, let people draft whatever format they want and only give them the price packs but not the drafted cards.

- Wizards should push Constructed formats more. Does not really matter which, as you will get ripple effects either way. Bonus potential for pushing whacky formats like "everyone plays with their opponent's deck", but the problem will still be that not too many would be interested to play those. So just push Constructed in general and hope that it inspires casuals/newbies to try to play/break Vizzerdrix and Co.

by Anonymous (Unregistered) (not verified) at Sun, 01/13/2008 - 16:54
Anonymous (Unregistered)'s picture

I'm a little confused about the point of your article.

You start by being mildly condescending about Supply and Demand, and then appear to completely ignore this base reference point.


Magic cards are cheap online because that's what they're worth! 


IRL magic cards are only valued higher because of market inefficiencies preventing willing buyers from being able to meet up with willing sellers, allowing sellers to inflate card prices over their true value.

Online, bots enable buyers and sellers to much more easily meet, and thanks to the magic of supply and demand, voila the price of crap is cents.  Who'd a thunk it?

All the niche strategies you are suggesting will do next to *nothing* to affect the demand for certain cards on a macro level.

About the only thing I can think of that would change the Supply/Demand equation in any significant way is taking the bots away, which will let people start charging IRL prices again.  But is that what you really want?

by Stu Benedict at Sat, 01/12/2008 - 23:56
Stu Benedict's picture

Why not offer this format with no rewards .. and only the cost of the cards you submitted, which will be destroyed at the end of the draft. I would gladly get rid of cards to play something like this.

by Anonymous (Unregistered) (not verified) at Sun, 01/13/2008 - 07:22
Anonymous (Unregistered)'s picture

It's all a matter of viewpoint I suppose. For me, the cheaper, the better. Now if only the chase cards would slide as well.

by one million words at Sun, 01/13/2008 - 10:58
one million words's picture

Interesting idea - but you would have to randomize the packs.  If I get to draft with my packs, I would include one good card, 14 bad ones, and be assured of 3 strong cards that could win the draft.  Imagine draft packs with 2 Persuassion, 1 Air Elemental,  3 One with Nothing and 33 copies of something like Dryad's Caress. 

I think you are right about the bots.  We have reached saturation - nearly everyone playing has most of teh cards they need.  However, I think v3 may help.  If it works, and Wizards can start marketing the program, that should increase the number of players.  More players will push demand. 

 The best way to push demand for bad rares might be to bump the trading limit to 60 cards.  That way people could build decks around the bad cards, demo them and offer to sell the whole thing.  Sort of dealer-brand precons.  Not perfect, but it might help.

The biggest problem downside of v3is the lack of multiplayer, at least at first.  The multiplayer room is a good area for players with limited budgets to compete - and those players are more likely to buy Lieges. 


by Anonymous (Unregistered) (not verified) at Sun, 01/13/2008 - 14:28
Anonymous (Unregistered)'s picture

What we need is a 'card generating machine' from wotc. Each day, each player would be allowed to click a botton to access that machine (once). In there you're allowed to put 32 crappy cards you have into the machine, and then the machine will regenerate 1 random card back. It could be a foil FOW, but it could also be a new crappy common.

As long as the usage is limited to once a day, I think it won'be abused, and this should do well for both WOTC (lower the storage space usage) and for players (always love getting lucky).


I think you missed the point by dangerlinto at Sun, 01/13/2008 - 21:35
dangerlinto's picture

The point is the crap rares will leave the system, decreasing their supply until they hit equilibrium with when it is no longer worth putting them into the reject rare draft.  THe equilibrium point is defintely NOT at 6 for 1.

It seems more to me you started reading the article and skipped right toward the end.

whoops! by dangerlinto at Sat, 01/12/2008 - 12:35
dangerlinto's picture

You're aboslutely right.  That was a miscalculation on my part and well caught.

Although I'm not really sure that makes a difference in the final analysis.  It's vitally important the rewards are less than both draftig and constructed play, since you don't *want* an excessive amount of Reject Rare Draf, and you want to keep constructed play viable.

But yeah, it might have to be 3 tix.

The actual specifics of the cost vs reward would need to be studied by MTGO people.  Unfortunately, the are the only ones with all the measurements.

by Soulflame at Sat, 01/12/2008 - 12:21
Soulflame's picture

Even despite the fact that 'reject rare' draft itself is probably too skewed a format to be playable, you also miscounted the returns in your article;


An 8 player queue is started when 8 people have joined, each with 3 packs of 15 cards, much like the current drat queue

Each pack is put together by the participants and must contain at least 1 rare and 3 uncommons. For the purposes of the proposal, they could be from any set, but that could easily be changed.[/quote]


[quote]you could ALWAYS make at least the 2nd round, you would be essentially trading your crap cards in (1 rare, 3 uncommons, 11 commons) and 4 tix for exactly the same number of cards. [/quote]


You would be turning in 45 cards; 3 rares, 9 uncommons and 33 commons. So breaking even on 'card quantity' you would actually need to win the entire draft.

Even if we look at it from a monetary perspective, it is rather steep; the 45 cards you turnin would be worth about 0.5 tix if you really played with the 'trash de trash', add the 4 tix entree fee, and you would be paying 4.5 tix for the draft, in which the packs used have no value afterwards (they are being destroyed). this means you have to actually place 1st or 2nd to break even in terms of value (because the only thing of value to get are the boosters). So at the very least the entry fee should be lower.

Good idea and good post by RogueDesigner at Sat, 01/12/2008 - 09:16
RogueDesigner's picture

Good idea and good post Mike.  I do though disagree with one part of your assessment, namely that the "destructor" button has no value for WOTC.

The number of players has NOT gone up in recent years, as a matter of fact has gone down (and I do believe that is part of the reason for the price drop).  I was seeing more people playing 3 years ago, and MTGO removed the tracking chart to hide this fact.  Yet the lag has become worse and the crashes more frequent.  Why?  I believe the root cause is the exponential increase in the number of cards in people's collections.  Each card has its own ID number and MTGO has to keep track each one of them and the server is involved at some point.  Think of how significant the lag is every time you open trade with someone who has a lot of tradable cards.  So destroying cards via a destructor button or, even better, reject drafts would be a benefit to WOTC.

missing a problem by Anonymous (Unregistered) (not verified) at Sat, 01/12/2008 - 06:00
Anonymous (Unregistered)'s picture

I dont think the mayor problem is that crap not being worth anything, I think the bots are actaullt good for us here cause we can dump our crappy rares, and even uncs and commons in bulk.


The problem is the good cards not being worth anything.

Look at Time Spiral Block, even the good cards from Time Spiral are hardly worth anything.

The best cards don't even get higher than 3.5. The top Timeshifter is worth around 4.

Even really good cards like Serra Avenger and Spectral Force are worth less than 1 ticket. 

The same thing is happening with Lorwyn, sure, some cards are still pretty high, but  most are < 0.50

And allready even good cards are near the 1 dollar mark.

Too many packs get opened cause of triple L drafts.

Maybe this block is going to be better with Lorwyn leaving drafts once Shadowmoor hits shelves.

I'd rather see my good cards have some value than my crap.

I also think it should be easier to trade cards for cards.  It;s hard to find someone to trade with so often we end up selling our stuff to bots and buying other cards.Maybe a system where we can post a trade, and someones can except it while we are off-line. ( the online tcg Sanctum has this system) That way, you can trade without spending hours in casual room seeing the same 20 people every day. 



by urzishra (Unregistered) (not verified) at Sat, 01/12/2008 - 02:31
urzishra (Unregistered)'s picture

one thing I'd like to note before I begin... my latest article on this very site (search Urzishra14 you'll find them) puts to use many of the cards you listed above in the "reject rare" pile.. namely leige of the pit, endrek and others..

The biggest problem with a "reject rare draft" scenerio is that the format is not optimal for draft play and its too too swingy.. take MED drafting for example.. virtually no enchatment removal.. and really random cards.. you'd get what essentially would be "Reject rare" draft.. except worse.. because what if some players choose not to bring any creatures?

 I wish there could be an official "bot" if you will that went around taking donations of extra cards.. and then when a new player activates his account he gets to pick 100 or 200 of those cards to start.. so no current player could go into this bot to take cards but only give.. it would at least do something with the majority of the crappy commons and uncommons.. or decent commons that you just can't get rid of any other way.. and new players would love having some more "value" for their money

majorsite by dungdung at Fri, 12/31/2021 - 02:01
dungdung's picture

No matter what anyone says, I hope you don't change your opinion and walk your path. If you change, it'll hurt my heart.메이저놀이터