That would make the whole stock concept lose its meaning. It would only get stuck at the normal purchase rate.
For a collectible card game with infinite supply of card copies, it wouldn't work in the first place.
How so?
Say 100 people bought 10 copies, 50 people bought 6 and sold 2, and 50 people sold 1. Also say the price changes by X each time.
You would have a change of X*(100*6+50*4+50*-1)/200 = X*(750/200) = X*3.75
Since 3.75 =/= 0, the stock concept is not lost by the cap of per person influence on the market.
That's largely theoretical. The problem is that no one would actually buy 10 copies, and that people would be selling far more than that amount. The problem is that buying and selling cards don't ever correlate with each other, people usually just buy the first few key cards and then sell a ton of excess. For example, I know I've sold at least 200 copies (low estimate) of Dim shields and bought none. It's similar to most other cards that are actually winnable from AI. So for the most part, you'd have cards that are stuck at 0.8 price because of the infinite supply from ingame winnings with low demand cause you only actually need 12 of the card at most. Locking in the effect on the economy per account won't help much either: a majority of the cards one owns won't be locked because you won't really have to buy 6 of a card to complete a set anyway. Most of the prices will still sit forever at 0.8.
It's hard to make an economy of buying and selling from the bazaar work when a majority of the cards come from the infinite supply from AI spins.