Theoretical question 
Would a digital CCG like Duelyst be able to make business with a different sales model? Right now the idea is to welcome newbies with a minimal subset of basic cards, create a playing habit, then hopefully extract exponential amounts of money from people’s desire to collect all cards.
I feel the new user experience in this model is poor, and is actually a weight on player base growth.
There’s also the good fact that Duelyst rarity and balance isn’t pay to win, meaning higher rarity cards are not consistently or markedly better than lower rarity cards.
What would happen if there always was an option to get a full play set of everything by paying $60?
- Join the game, test it, like it.
- Pay $60. Get every card in the game. Enjoy tons of fun!
- A new expansion set is published.
- Grind to gain the new cards, or pay $60 again!
This would make Duelyst akin to the Living Card Game™ model which I believe is the way to go for CCGs in the challenger market position, as it still ensures a recurring revenue but tremendously facilitates adoption of the game because of the fixed budget.
Thoughts?