See, that the number of players which desires Purify becomes small, compared to the number of players, which get Purify in their spins. (If a constant, or slightly increasing number of new gamers enters the game.) -> decreasing prices.
But would this decrease the demand for Purify more than for other cards?
If 2 different markets existed for Purify, the difference of the prices would get close to 0, because of arbitrage transactions.(-> Almost useless to have 2 markets)
I'm not saying there should be 2 markets for Purify. I'm saying that if nobody wants to buy Purify, the bazaar we have now should charge less for it (and if nobody wants to
sell a particular common card, the bazaar should charge more). Buy and sell prices would change together, so that buy price minus quantum cost remains 50% higher than sell price minus quantum cost (this is true of the current prices).
If only a player market exists, the prices go to the allowed minimum- fast or slow. (->Noone has an advantage of this kind of market, people probably sell more cards, than buying them.)
In addition, the game would become unfair, if only a player market for common cards existed, because you could get new common cards only this way and the price would be very high, when the card is introduced.
I was never saying that only a player market should exist, and was trying to avoid a system that would cause such price wars (hence sellers being selected at random). There is no reason new commons would need to be expensive, under my last system -- they would quickly become prime candidates for a price increase, but they could start at a base price of zero (buy/sell price both equal to quantum cost) to compensate for this.
Conclusion: player market useless for common cards, we could discuss this for rares, but I´m against it.
P.S.
No complicated market mechanism please, this is not an economical game. Our trading system is simple and effective now and makes no problems, when new cards are introduced.
The power level of a card doesn't stay constant as new cards are introduced-- it increases with each new card that supports it, and decreases with each new card that counters it. Unchanging prices restrict the selection of new cards, which need to put each old card into the tier indicated by its price, or to keep it there.
For that matter, we don't really need the tiers at all -- and some of the complication of my mechanism was due to my trying to maintain them. The price changes could be minimal, and subtraction could replace division: the common card for which
net purchases (purchases minus sales) was highest would cost 3 more electrum to buy and bring 2 more when sold; the common card for which it was lowest would cost 3 less and bring 2 less, unless its buy and sell prices were equal. (Or if you don't want to keep track of a variable with no maximum or minimum value, reset it to zero and raise the prices by 3 and 2 whenever it hits some value X, and reset it and lower the prices by 3 and 2 whenever it hits -X -- although that removes the limit on how fast a card's price can rise or fall.)
The same system could be used for the rares -- except that it would take fewer purchases to raise the price, since they can't have more purchases than sales.