One of the issues this game had was the continual inflow of characters and the lack of an outflow of characters. As a result, as more and more people got a certain card, some would sell it for cheaper than the market to push theirs to be sold first and others would react, thus deflating the price of cards. From this, there was a lower basis for all the newly released cards to be based on and would cause an underpowered card to take a nosedive in price (Take Cyb Yose for example who could have been pulled out of New Bloods and sold for about 3k.) Then, as people opened packs and got these cards that were worth almost nothing, many stopped buying packs in order to not get screwed over by this. To counter this, UR kept making good cards so that people would buy packs, with a lesser card occasionally showing up (El Parasito). Out of fear of unbalancing the game, UR made this change not necessarily to devalue clintz, but to remove some of the excess supply of cards and to push it so that people will feel better about opening packs in general. (The same can be said in regards to opening Tokenz boxes).
While people are wondering how this helps newer players, I believe the idea is that if a new player is able to pull a rare out of a pack or mission somehow, they can sell it for at least 9k and use that to buy about 3 uncommons or 30+ commons. Furthermore, if you get a Cr, that is something like 8 or 9 rares, based on the price floor.
Maybe this will work, but only time will tell
The problem is something they tried to tackle with standard format. standard was poorly executed but if it was actually done well it could have worked. the game needs a way to phase cards out of play because the pool is too deep for a new player to want to get involved with.
problem is that UR has bills to pay now, and hard to blame them for maximizing the cash flow as the population continues to drop. id personally be interested to see what the heck their revenue model is for the coming months, i bet that would be one interesting read