From the way I saw it explained, there are several ways to unlock two different classes of cards.
That's pretty interesting and a bit of a relief. I like the idea of the game, and if I can play it that way without dumping money into it, that's that much better. Hopefully the game itself lives up to its potential.
My biggest beef with MTG was actually that you could just buy a good deck online. Me and a few friends used to play a lot years ago, and some of the fun were making a deck based on random cards you got form a booster or two. Kind of make do with what you got and kick your opponents ass as best you can and have some fun. Some challenge to jog the brain a bit, and some social fun. Good times.
One of my friends started buying cards online, and eventually he won every time. That got very boring, and to stay competitive I would need to do the same thing. And I did not. So I stopped playing after a while and found other things to do.
That is indeed a problem, but there are solutions even within the world of MTG, although it requires that everyone you play with cooperates. What I did with my roommate back in the day was have miniature tournament-style drafts in our apartment with just a few of us. Everyone buys a couple booster packs, and then you each open one, take one card, and pass the remainder to the next person and go around the circle until you run out, then repeat for however many packs you've decided to play with. You are then
only allowed to play using those cards plus basic lands. Repeat (eventually) when you get bored with your current decks.
We all stuck to those rules, and it let us play (and get back into the game after not having played for years) with minimal costs and the fun/challenge of working with limited/semi-random cards while remaining reasonably balanced. In some ways I like that style of play more than building the most ridiculously powerful (and expensive) deck possible, too. Obviously it wouldn't work with people who can't/won't agree to the conditions you set, but they're usually no fun to play with anyway.
The guy whose idea it was in the first place also did the same thing on MTGO, where he would play in eight-player draft tournaments with an "entry fee" of one booster, and between keeping the cards he chose in the draft and occasionally winning or placing moderately well, he'd usually end up with at least one card afterward that was valuable enough that he could trade it in the marketplace for another booster, which he could use to enter another draft, which would win him more cards, which he could trade for more packs... It basically let him play MTGO for free, completely counter to its goal of milking money out of you by making you pay real money for fake cards.