Just put everything in the market and get rid of rares altogether. That's what would get me back into playing the game. I think everything should be attainable with ease because it'd create the best possible PvP.
I'm not concerned about what most people want because the reasons I'd have to be interested in EtG is entirely different than why most people would show interest. Ultimately what I have determined is that Elements isn't the right game for me from a marketing stance. The actual game part of EtG has a lot of interesting design space and could be fun if handled differently, but the community and structure outside of the game drives me away from it. I want to play a card game, not be bored to tears with grinding, hoping the oracle treats me right, and having no way to reasonably obtain some cards.
Changes have to be made to please the many, not the few unfortunately. The designer, no matter the game should consider 2 things (in no certain oder).
1)What will be enjoyable to the community?
2)how do I, as the developer, picture the game being?
Those 2 things should drive the design of a game. You have to listen to the community, but you also need to remember this is your game. On the other hand, you arent just making the game for yourself, you are making it for the player. So there has to be a balance between what the developer and the community wants. The wants of people that fall into the minority, although individually no less important, are often ignored because the game is developed with the community as a whole, and how the developer wants the game in mind.
With that, it seems removing rares altogether wont happen, so a better approach to take would be how the system could b e improved without changing its core function of ultra rares.