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I love the concept but I feel like you can get very unlucky in this game. If you get lot's of low paying common cards without synergies, the prices grow way faster than your income and you can only dream of buying cards from the shop.

So for rebalancing, I'd suggest to make the price growth a little less punishing. 
Maybe even give an option to restart a run without prestiging, just to not get softlocked behind ever growing prices.

As for when the game get's boring, I'd like a goal to work towards. I have some ideas: 
- simple achievments for income/s and stuff like that, giving small rewards

- challenges, for example reaching a specific income/s with only using nature cards and as reward a small global multiplier to all nature cards, like + 0.02 or something, stacking with more and more challenges. 

- you could also add stuff like investing into building/building a town. This could become more or less complex, either the buildings need just money or different recources. You could make it so nature cards give a bit of wood, beast cards a bit of meat, earth cards a bit of stone, arcane cards a bit of mana, etc.... Then you can use these recources. New buildings could unlock new cards or passive bonuses. There is a lot I could think of. 

- I could think of a way to rework the prestige mechanic. For example, if you'd lock more powerful cards (legendaries and stuff) behind other content like the above mentioned, you could make it so you don't lose all your cards on prestige. Maybe reset them to lvl 1 or lose all cards except commons. Then you can build a building to also keep uncommons and so on. 

I really like these suggestions, thanks!

Challenges especially sound really interesting. They could encourage players to experiment with different card types/builds instead of always chasing the strongest setup, and the permanent rewards would give players something else to work toward.

I’ve noted the balancing/resource/building ideas too. I definitely want to add more long-term progression beyond just watching income go up.

For prestige, I’ve actually been thinking about keeping the collection itself, while resetting card copies/levels. Another possibility is letting players choose a limited number of cards to keep when prestiging, with ways to increase that amount later. I think that could make prestige feel rewarding without removing the sense of starting a new run.

Yeah I also think challenges would be the best point to start, especially as it encourages players to try different decks.

Also have you thought about ways to enhance the grid later into the game?
On one side it feels limiting to just use a 3x3 grid, on the other side it could get difficult using card effects that want to be in the middle slot on a 4x4 grid. Workaround would be to declare a "center slot", maybe with a little windrose symbol or something like that and use that as center slot, even on a 4x4 grid where it wouldn't technically be in the center, if you know what I mean. 

Challenges were added in the new patch, thanks for the suggestion!

Grid enhancement is something I’ve thought about quite a bit, but I’ve left it on the side for now while I focus on fixing and improving other parts of the game. It’s definitely noted though.

I can’t say for sure yet if I’ll add it, since it could drastically change how the game plays and how certain card effects are designed. As more cards and mechanics get added, I think it’ll become much easier to judge whether expanding the grid would actually improve the game.