I know it doesn't feel like anything fundamental has changed in the way we do EX cards as of today, but actually I feel there is and it will rear it's head over the next two months. And here is a KEY POINT of EX packs, because they are fixed packs what's limiting your access to them is more TIME than money. For example, if you play refess and you want 3 copies of the refess EX, that's 1200 Gran. This is rather difficult to accumulate in 2 months. According to what I've tracked, EX-savvy free to low spending players calculate ahead of time how much gran they will accumulate, and thus how many packs they can get before spending. If that's enough to satisfy their soul skill (for example, EX: Fenrir has a pretty interesting and unique soul, might be worth picking up 1X of the pack even if you don't plan to play him) needs, or even your 2x needs (not every card is a 3-of include, Oeste for example is probably more of a 2 copy girl), then you're in good shape. A low spender may supplement what he can scrape together with some spending.
Now, you may notice, we no longer give -1 gran on a loss. This increases the average player who plays a lot's income by 30% weekly gran. The % this gives to occasional players is much higher, but obviously the raw number is lower. I'm interested in how this changes two things as regard to the EX cards: access and spending. My guess is that it will decrease spending by a little and increase access to one sphere of EX per low spending/free users, which would be a favorable outcome at this point.
In any case, this will be something key for us to analyze while planning for shifting around how, when and for what we make income.
"Scissors are overpowered. Rock is fine." -Paper