MTG_Mage wrote: Looking at 'Clash Royale' as an example, since they are a card game app and made by supercell (which also makes Clash of Clans) and has got to be the biggest money making app game in the world. They definitely are doing some things right. They have a 'card shop' tab that features a random card of each rarity that is available for purchase, and those cards change each day. In MTGPQ there are A LOT more cards, and I think that the card shop could have a card of each color (and colorless) of each rarity that changes daily, or if you dont want to change so often then have a few of each color and rarity switch out weekly. I thought a lot about individual card pricing. You can calculate the cost per crystal and analyzing what runes and cards are worth with the special offers. I will suggest an UPPER cost for each rarity and strongly encourage the devs to not exceed that upper cost. at most average mythics 600 500 rares 200 150 uncommons---60 30 commons 30 20 at most average mythics 80k 60k rares 30k 20k uncommons---6k 3k commons 3k 2k I know that true PVP is possible since it is done with Clash Royale, but in order to implement that you need to have the matches timed overall and per turn. MTGPQ is turn based which is unlike clash royale, but there is a really easy solution to that. Give each player 15 seconds per round max, and after that time is up they auto match with the suggested match and cast ready to go spells ending their turn and resetting the 15 second timer for the opponent. Overall time can be different for events, there can be X rounds events, X total time limit events, and rage mechanic. When the clock runs out the game is declared a draw.