Declined Proposal: Making Treasure Chests More Valuable for Active Players

I had an idea I wanted to share. I know a single idea won’t necessarily solve something as complex as the price/value problem with Treasure Chest Boosters, but I figured it’s worth putting out there to see what people think.

Right now, Treasure Chests often just sit unopened as people wait for their value to rise before cashing in. The problem is that, over time, their value can stagnate or even drop, unless specific high-demand cards are included.

One potential improvement would be targeted drop rate adjustments. For example, if a card like Quantum Riddler (currently sitting around 110) were made more likely to appear for a limited time, the increased supply could push its price down while raising the overall value of chests, until an equilibrium point is reached.

But I think an even bigger improvement could come from tying chest value to actual play. Here’s what I mean:
  • After finishing a league, chest contents improve for a short window (say, one hour).
  • The number of “boosted” chests during that window depends on your record.
    • Example: a 5-0 record might improve the contents of 11–15 chests.
    • A 3-2 record might improve just 1–3 chests.

This system would solve multiple issues at once:
  • It incentivizes more league participation.
  • Active players directly benefit through stronger chest openings.
  • Chests sitting idle in storage remain largely unchanged unless players actively open them.
Over time, this could also create a secondary effect: more demand for chests to be opened within those “boosted” windows, helping stabilize their market price.
 

MTGO_TonyM

Developer
We rebalance the Treasure Chests often enough where this type of targeting is unneeded. Quantum Riddler is an exception and will be boosted in TCs starting next Wednesday.
 
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