I really like the Idea of buying a Theme Deck like those for Quillingo with cx and make them so that you can't sell them.
More possible Ideas that migth fix one or the other problem.
1.A Budget Deck Room in which you're deck can't include expensive cards in which you can do missions that help you to enter the game.
or
2.A room which use the energy from the adventure room or cx to play the winner get a card which is at least uncommen. In this room you don't use your own deck but a random really good Deck. (You either have to play without knowing the Deck first or you see the decklist shortly before you play.)
or
3.We give each player a new option over Decks which says: Sealed Deck. You pay a number of cx and get a card pool. This cards are seperated from the collection and can only used for this sealed Deck. For a number of cx you can exchange your current Sealed pool with another one. Then in the Sealed room you can play against other players but you don't get cx for a victory or a loss.
A Sealed pool can be generated by choosing a Guild or Theme. The pool could include a number of cards which can be played from every Character and cards which fit in the Theme but you would never gain cards which can't be played by any of the Characters. To prevent something like keeping a good Deck if you got one per luck we could reset those Decks per default each month or weak. And maybe one could make a special tournament which cost cx but the prices are random cards from Standard or Basic (not exchangeable), Medals or just a random rare.
It's important that such a room (as explained in the examples 1-3) cost more cx or another resource to play than you gain from a Fight and that you can't sell the cards you win from the battles (should cost at least as much as you gain from the system for selling a rare card you can't sell to players)
---------------------------------------------------------------------------------------------
Next Idea: add a Mission to AM which cost CX and Energy (maybe one can increase the number of cx you have to pay more for each time you start the mission to reduce the number of Cx in the game. If you win you gain a card from Basic-Standard. The mission should have some rules like just common, uncommon and a limited number of Rares can be used similar to the scorpion and Toxic. I suggest a really hard mission which cost a lot of cx which drops standard cards and one mission with less cx (at least 2000) that drops only Basic cards.
---------------------------------------------------------------------------------------------
Another Idea for daily reward give each day a card but for day 1-3 or something like that only commons, day 4-5 Uncommon. Let the player choose between Global cards and Basic meaning either he get a random card from all sets (but never a rare) and if the player choose Basic he get a small chance to obtain a Basic rare. So the small players get a better way into Basic and fight on the same level as higher players. Meaning we need a better way to access Basic for small players.
I know that the a adventure mode mission drops just Basic cards still the (new) players need to know this. Maybe a notification for them?
---------------------------------------------------------------------------------------------
I hope some of this ideas help to develop something which helps solving the problems. Still Feerik needs to gain Money out of the game. And I also undestad that this is a lot of work for the developer.
I still think the Pre-build Decks are pretty cool for new players to get their way into Standard. But we need a way for them to enjoy the Game so much that they want to gain them.
PS: I'm Bachelor of Sience Subject Game Design so you could say that this was a free Game Design suggestion from someone who studied in the field. Normaly I get paid for suggesting such things
Just a reminder of my qualifications to discuss such matters.