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Each set is eligible for a period of as much as 4 years after the online release. This program was initially created in order to allay doubt and uncertainty over the investment into virtual cards.
The redemption policy offers a medium of exchange between the digital card market and the physical card market, though this is one-way only as there is no way to convert paper cards to digital cards.
However, during Pax Australia in summer Wizards of the Coast announced that "reverse redemption" the ability to turn physical, paper cards to the digital cards of "Magic Online" is a potential upcoming improvement to stay ahead of increased competition in the digital card game market.
The client software for Magic Online may be downloaded for free from Wizards of the Coast 's website, but to play the game, it is necessary to register an account.
In previous versions of Magic Online, other suggested methods of trading existed, but have since been abandoned in favor of the Classifieds, as the other methods were inefficient and prone to spam.
A large number of the users posting offers to buy or sell are entrepreneurs with large collections looking to make a profit by selling cards at their own websites in addition to their in-game trades.
Technically any transfer of cards in the game is not considered a "sale" because, for legal reasons, the digital objects are not actually owned by the collector, but rather Wizards of the Coast themselves.
Wizards has currently shown "benign neglect" of players buying and selling digital objects for legal currency on the secondary market.
Due to this neglect, however, there can be problems with fraud, including non-delivery of paid-for product and false claims of non-delivery resulting in reversals of PayPal payments.
Event tickets act as a de facto unit of in-game currency; demand for them is sustained by the tens of thousands of tickets used up every day to pay for tournament entry.
Since tickets can be traded between players and they have a roughly fixed value in dollars, prices for cards in the trading rooms are usually quoted in tickets.
Magic Online allows players to use the same cards in multiple decks. Since the maximum number of copies of a card in a deck is usually 4 the major exceptions being basic lands , any duplicates of a card beyond the fourth are unnecessary for deck building and can be traded off.
Due to the ease of trading away unwanted or extra cards, transaction costs on Magic Online are very low. While in real-life, the money gained by finding a better price at a different store might not make up for the expense in checking the other store gas, time, effort, etc.
This ensures competition where all prices move quickly towards the market price. This makes buying and selling of cards quickly somewhat inefficient; other effects are that cards which cost less than a ticket must be offered in bulk or else as standard barters.
There are at any given time a large number of online 'bots', which are vendors who offer prices for buying and selling digital objects down to the hundredth of a ticket maintaining a balance on account of fractional tickets for users where needed.
Furthermore, in August the limit of cards allowed per trade was raised from 32 to 75, allowing much more flexibility. This limit was raised further in to allow for a maximum of cards per trade.
Magic Online has accumulated a secondary market composed of automated traders, which have become the most common way to obtain cards.
These traders, known as "bots", are accounts running programs designed to trade cards at variable prices and qualities. A simple bot might be one that will buy any three rares for one ticket, and offer any two rares it has for a ticket.
More complicated bots can maintain detailed price lists and notice trends; for example, if many traders are selling one particular card, that is a clue that the bid price is too high, and it should either stop buying that card or automatically lower the price it bids for it.
Lastly, some bots are designed to help advertise competing sellers' prices and give users a general sense of the values of cards they have.
Drafters and their recently acquired cards represent a main source of singles to the market. Winners in any tournament usually get balanced amounts of the packs used to enter; for example, someone who won 3 packs in an Onslaught-Onslaught-Legions draft would receive 2 packs of Onslaught and 1 pack of Legions.
Conveniently, this is exactly what would be required to do a similar event again, along with a two ticket entry cost. For those not so lucky, or those needing tickets, they can sell singles from their opened packs to help defray the costs of the next draft.
Some online tournament players fund their continued play by selling the packs they win as prizes and extra cards they open for tickets, which they then use to enter more tournaments.
While there may be a very small number of successful players who are able to sustain their tournament play indefinitely this way termed: "going infinite" , this amount of success is not the norm.
When Magic Online launched in the summer of , the current set of the time was late Odyssey block. As a result, the preceding Invasion block was only sold for a very short time on Magic Online.
This short supply, combined with rising demand as Magic Online' s user base grew and the server became more stable, helped spike some early cards' prices.
Chase cards from these early sets demand much higher prices than their paper counterparts; popular rares sell on eBay for 5 to 10 times as much as the physical version, and even commons can command a premium.