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Just pursuing ranks won’t do much for your collection.
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That’s decent and may let you update your deck but isn’t close to collecting all Rares, even if we add Mythic Constructed rewards.
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With average daily Gold gain and free track packs you get around 130 Rares and 20 Mythics* (out of ~212 and ~60), plus 25-26 Rare and 10-11 Mythic wildcards during one set lifetime (13 weeks on average). The following is written with the free-to-play way in mind, adjust based on your spending.
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Completing collection for free is possible, but money does lower the time investment. Unless you’re a purely Limited player, you will want (or need, thanks to set releases and rotation) to get new cards. If you don’t plan to play that often, not going to invest money, and you want to play competitive, Arena economy might not suit you.
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Going forward, spending 50$ a set saves you from a lot of grind, and 50$ a month is likely enough for everything but full Mythics collection, given you still play at least at the “minimal involvement” level. It was estimated you need some 320 packs for a full set if you spend gained wildcards to fill the gaps, or some 420 if you don’t. Whale level: of course, there’s barely a spending limit, but getting all the cards on a fresh account right away is a lot of money. 100 packs translate into 16–17 Rare wildcards and 6–7 Mythic wildcards Common and Uncommon wildcards likely won’t worry you. Willing to spend if it helps: a one-time 100$ purchase will more or less set you ready for one competitive deck. Even only the Welcome bundle is a lovely jump-start. Spending just a little: the evergreen Welcome bundle and some other one-time offers have a good value relative to regular purchase options. If you’re paying, remember that Gems/Gold ratio in pricing favors buying packs with Gold and entering Quick drafts with Gems. You might want to speed up the process with at least some amount of money. With this you’ll also be getting many random Uncommons, occasionally upgraded to higher rarity. Weekly Gold up to 9000–11000: a playset of Rares gained in under 2 weeks, or you can play two drafts a week. Up to the limit: completing 15 wins daily.
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Weekly Gold up to 7500–9500: a playset of Rares gained in about 2 weeks, or you can play 1–2 Quick drafts a week. Moderate daily play: aiming for 4 wins daily. If you buy and open packs for that Gold, you’ll need roughly 2.5 weeks to get a playset of Rares, or you can play one Quick draft a week (reinvesting rewards not accounted for). You should be able to get all the packs from the free set mastery track (3–4 per week) and 5000–7000 Gold per week. Minimal involvement: logging once in three days to complete daily quests and winning 15 times a week. “Income” that Arena provides for free slightly depends on your playtime. If you didn’t decide on a deck, maybe just don’t buy any packs. Note that all wildcards might be scarce at the start, be frugal, but in the long run Rare wildcards usually become the bottleneck. Once you decide on a deck, you might want to start with buying packs of sets that have the needed cards. Some stats are just outdated in these periods. Things are in turmoil for at least a couple of weeks after a set release. What’s called “budget” may be so in terms of paper cards value - or in terms of wildcards. There are all reasons to be wary of those. Some resources present player-submitted lists. Remember they are tuned for best-of-three and a specific meta expected at the event. If you see some, it’s partial, player-submitted data. Wizards are against collecting deck performance data game-wide. If you’re not against taking a list from the web, there are various resources ( 1, 2, 3, 4).
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Would this be your choice or something else, the point is to quickly get a deck that won’t make you feel miserable getting your daily wins with. So, for example, mono-red aggro decks were consistently “ok” over several releases and in some periods top tier. It’s easier to get cards for an aggressive deck because effects control decks want are more often found at higher rarity (e.g. Good lands of that kind normally require Rare wildcards and are crucial for the deck to function. It’s easier to get cards for a mono-colored deck because you don’t need lands producing more than one color of mana. Such decks run 0–8 Rares and sometimes might be gradually upgraded to the “full” build. Usually, there are either budget versions, or just some cheap options that can’t be considered competitive but will get their share of wins. There is almost no universal advice on where to move once starter decks stop “working”, but there are two major considerations: what you like or intend to pay, and some following invariants, in part dictated by the game economy:Ĭompetitive decklists normally contain from 12–16 Rares and possibly some Mythics to 50+ Rares and Mythics (not including the sideboard).