Why do players think it's acceptable to have an "economy" for trading virtual gamepieces? Why don't they walk away and play game/culture that charges a flat fee or a time/usage-based subscription?
Basically, because Wizards of the Coast came up with the core concepts of the pay-to-win money treadmill game 15 years before the App Store launched--low cost to start playing, psychological impetus to spend more money on a regular basis, appealing to kids and teens with lots of free time and a willingness to badger their parents for money, social enough that players will stay in the game for years because all their…
Money isn't really an object at any kind of serious tournament - everyone has/ can borrow all the cards they need to play.