What Broke the Magic Online Economy?
channelfireball.com
channelfireball.com
There's also some interesting anecdotes regarding the Hasbro buy out.
http://www.npr.org/sections/money/2015/03/11/392381112/episo...
http://www.peteradkison.com/blog-entry-3-wizards-of-the-coas...
For people just looking to play, not to compete or build a collection, phantom events make way more sense. I have to imagine their popularity has also depressed the secondary value of packs.
Being aware of what's opened in a draft as well as what's being passed has an impact on how you pick (for example: tons of red cards keep going by - table isn't into red, so you can A) wheel red cards easier, and B) bank on not running into a hyper aggressive deck and build accordingly). If you were thrown into a match against someone who didn't draft at your table, they might have a deck that wasn't supported by the collective pool opened at your table and you'll be caught completely off guard.
All of the issues lead to a LOT of refunds, essentially doubling the product (tickets and cards) in circulation.
Recently, the game moved over to "4.0" which was even worse than 3.0 which has, in part, exacerbated the problem.
This actually has a knock on effect on the paper magic markets where card redemption (can turn digital cards into paper cards) has a big impact on prices. There are countless articles on MTGPrice.com about this.
I simply won't spend on Magic Online since I can't exit. In addition, why should I spend hundreds of dollars on something whose value can plunge drastically?
If you have actual physical cards, you can sell them. Powerful modern cards hold their value reasonably well.
(There's not much guarantee about what sort of economy you'll get... it's easy to get one that pathological in some sense, either psychological or mathematical. But you'll get something.)
They had that entire previously-untapped goldmine of a market space to themselves (or near enough, given the quality of their early competition) for long enough to get really culturally entrenched, and that meant they were able to shift the model online (and keep a much greater chunk of the profits) without as much resistance as you might expect--if you already believe that 5 cents' worth of ink and cardboard can be worth dozens or hundreds of dollars if it's got the right picture on it, it's a lot easier to believe that the same picture on your computer screen can be worth the same.
Money isn't really an object at any kind of serious tournament - everyone has/ can borrow all the cards they need to play.
Those who don't want to pay, have always been able to play for free with GccG and others.
Non-collectible virtual goods have dubious resale value. You can technically sell game accounts I suppose, but it's inevitably against Terms of Service and commensurately difficult.
Among other things it involves someone who's made 2,200 sales on a marketplace and was dabbling in straight up speculation.
Then there were the my-dad-owns-a-textile-mill types who would learn a cheese from the print-it-yourselfers, spend millions of lire on cards, and replicate the cheese with the people who played with the official cards.
It's even easier and cheaper to insert a little strip of paper with a card name on it, though then you need to be familiar with what all the cards do.