They just need to make the game fun and rewarding for casual play again
But i think my suggestions will make management choke with laughter.
Allow unlimited decks, it’s ridiculous that a game that is about deck building charges and limits the number of decks you can build.
Add something like a monthly ladder and don’t only have events. It’s no fun to have to play every x hours. Allow me to play when i feel like it, allow me to not play a day when i don’t want to. Win is move up the ladder, loss is move down. Don’t only give the top 5 players at the end of month the big rewards, instead split the ladder in say 100 trees, one loss is move a tree down, win is move up, then split this in 10 tiers, so everyone that manages a net of 100 wins get the top reward. Be generous with these wins in terms of gold, 5+ gold/win, and runes.
More rewards for casual play would be nice the 1 card for a login every x hours feels like spitting in the face. I haven’t seen a legendary, let alone masterpiece, since the packs you can buy for gold have been made smaller. Add rewards and daily quests (like play x red cards / do x damage) that reward you with cards/currency. Allow those quests to stack, so if you don’t complete them on one day, allow me to do it later.
(a reward system that would make me happy would be that a daily quests gave my like 50 gold, so that after 4 days i’d be able to buy a super pack of 15 cards, and please, guarantee a rare, with a decent chance of mythic in these packs)
Tie the daily login bonus (where x daily logins give you a superpack ), to daily quests instead, and then make 21 quests done give you the biggest pack with guaranteed mythic). Just drop the other rewards if runes/gold can be acquired easily by daily play.
(this system is heavily inspired, only really taking account card acquisition, not runes, on another f2p tcg game. Though that game is real pvp. (It’s unfortunate that mtgp decks consist of so few cards, which makes giving a bunch of cards daily unrealistic, but receiving a bunch of cards daily feels really great))
Need some way to make upgrading pw’s with runes not a chore either, so make say 150 wins net you enough runes to push a pw to level 60)
Rework the event system in something that throws fewer events at me, that last a little longer and that don’t need me to set an alarm to even get half decent rewards out of them. It’d also be neat if they don’t need specific mythic cards to be competitive. Don’t make peer pressure (aka coalitions) the driving force of them, allow non coalition players to be rewarded for their play as well.
Simplify the boardstate game, until kaladesh, things where rather simple. With kaladesh, the entire board became a highlight fest with each gem having some effect on them. Since there is absolutely no synergy between the effects of different sets, i found things became a hot-mess. I’d like more synergy and less boardstate. (Maybe the standard format helps here, i have no experience with it as i still find myself lacking the fun cards to play standard whereas i have some fun (mythic) cards to play the old sets).
(Speaking of having less fun cards for the new sets, for me this has been to nr one reason to move over to other games, mtgpq was fun when i had a few fun cards, then standard came, i had no fun cards for it, no means to acquire them apart from soaking lots of money in it, so i quit, now i collect my daily login and play a little when i feel like it, which is like once/week tops)
Then there is the performance of the app, my phone shuts the screen down due to inactivity while i’m waiting for the game to startup. Play a quick game? No way, wait a (few) minute(s) to get things loaded. I thought it was the unity engine that is to blame, many games suffer from it. It’s also overkill to use a 3d engine for what is essentially a 2d game. But a game like hitman-go manages to load fast.