@Uppercut:
I actually agree that we need to work on making the game more newbie friendly, but a no rares approach would be a bad idea for several reasons:
1) I can't think of a quicker way to alienate veteran players.
Imagine winning a tournament and getting a nymph as your reward, then a month later they start selling nymphs in the bazzar. Would you quit? I probably would.
2) There needs to be a reason to stick around.
Rares give players a reason to keep playing after they finish upgrading their first deck. If there were no rares to strive for some people might hang around long enough to fully upgrade 1 or 2 decks, then play a tournament or two, but there'd really be very little to do after that. Adding in new rares over time allows people to keep playing longer. If it helps, think of elements as half CCG and half RPG.
Getting rid of rares might cause a temporary increase in newbie participation, but none of them would stick around, and neither would the old players.
3) If the rares are balanced then obtainability shouldn't effect game balance.
This goes back to WhiteTigerShiro's quote. If some players have cards that no one else has, that only favors those players if those cards are significantly stronger than the commonly available ones. This same principle applies for balancing between elements. If certain rares seem too strong, then card balance needs to be adjusted. Giving everyone the OP card would only make things worse.
Consider the pre-nerf sundial. It was clearly the most OP card in the game, yet it wasn't rare. Was it less destructive to game balance because it was common? No, quite the opposite actually.