I already mentioned this in another post but as of now you have a 4/36 and a 4/42 chance of getting the cards you want. The "4" is taken from the fact you have "4" card slots the "36"and "42" are taken from the number of cards in each deck, (36 weapon cards and 42 character cards), now take into account the "duplicates" that you and the changes get even worse, you still keep the same "4" because you still only have 4 card but the deck size just doubled or even tripled giving a 4/72 or 4/84 chance or a 4/108 or 4/126 chance ( if my maths is right lol), depending which deck your rolling. This doesnt mean that after 108 rerolls your gonna get that card cos your not cos no matter how many times you roll and how much it costs to do each roll, the cards are drawn at "random" and the there are 36 and 42 cards (respectively) in each deck and these can be duplicated multiple times making it even less likely you will get the card you want and if they introduce more cards these will add more duplicates and its a rinse n reapeat scenario with no end in sigh and not really anythin to work towards, a sense of progression something worthwhile. What i propose is this... Instead of "random roll" replace it with "choice" and instead of reducing the price, increase it and even expand on it ( from 4800 faction an 0 gold) like it is now, to 48000 faction and 10000 gold/card/choice, with this players get to pick "1" card from the deck at a cost of 48k faction and or 10k gold (just an example) this applies each time you change a card. This way you still have a hefty grind to get the faction (and or gold) to change cards but atleast it gives you a goal, somethin to work towards and your not doing it for nothin. Keep the randon roll for the xp boosts that come with them an maybe throw faction in there aswell, instead an xp boost you get faction boost or you could get an xp and faction boost but to slightly less effect (xp boost max =20%, faction boost max =20 %, xp and faction boost =15%), but give each boost the same chance to roll.