The challenges that the devs are offering for this game will not work; it's garbage. This is how it needs to roll out to save this game...
After infinite matches, there should be random challenges given to players for their next constructed infinite match. These challenges can be specific to one faction or global. For instance, one challenge can be to win the game with Aberion, the Final Hammer or it can be to win the game without letting the opponent attack your fortress. Or, it can be even more specific like have control of 10 Starfleet Ensigns before the match is over. To be clear, these challenges should be random and specific to every player. For instance, the higher level you are, the larger the pool of random challenges you should have and the more difficult. Each challenge should give random rewards specific to the difficulty of the challenge the player selected.
So, if there were 3 difficulties in regards to challenges, there should be 3 tiers of loot. The first tier may be to give additional looks to the cards you have in play for the next 3 games, gain a sum of extra ip for your next win, or collect a token so that you can eventually buy some prize in the store after saving so many, like avatars, battlegrounds, and that sort of thing. Each tier should have random loot. And the higher the chance of something good to drop, there should also be a good chance of receiving lower tiered loot--this will deter cheating (trading wins).
To explain further; after level 4, players would see the first tier of challenges; after level 10, players would see the next; and then after level 15, players would see the last tier. Then after each tier has been unlocked, more random challenges can be added that would be specific to each tier.
For clarification and to address some concerns people have had...
-challenges are totally optional
-each tier would have common, epic, and legendary challenges (or something like this)
-a player at level 15 or above would have 3 random challenges to choose from after every match, with one from each tier (tier 1-easy, tier 2-medium, tier 3-hard),
-challenges would be specific or global or general (specific=must have certain card(s);global=theoretically any faction can accomplish)
-each tier would have a specific legendary challenge (or 2)
-for many challenges that asks you to have certain, specific legendary cards, it might make available that card in your inventory just so you can complete the challenge and only for a short period of time
-most challenges will expire, meaning you will only have a certain amount of time or games to accomplish it or you fail, while others you can continue on indefinitely until you accomplish it or give up if you want.
-challenges can be sold as cards (or sets of cards)
-there would be 10-20 basic challenges inherent to the pool of challenges; however, you should be able to add any 10-20 challenges to that pool of challenges you want and change it when you want, with having a minimum quota of challenges for the pool that grows at each level.
This will accomplish many things:
1. Increase motivation and excitement to play the game--Players would be excited to make the next level to start seeing the next pool of challenges and the loot that may go with them. This is an especially good thing for people who have been in the game a while and no longer get free packs for each level. They will, instead, look forward to harder challenges--also, these challenges should be relatively easy to implement once the system is in place, so you can add more challenges between releases; thus,
2. Would keep players engaged between releases.
3. Increases balance between players and you can finally pair players randomly for games instead of having this rigged bs (there are so many things wrong with having a rigged matching system it's unreal)--The most pressing balancing issue here is not about the amount of cards a person has or the actual card balancing of each faction, it is about skill level and each players' familiarity with the game. When you add these challenges, you will balance this for sure. More advanced players and players who have obtained all the cards through whatever means will more than likely opt to do a challenge. These challenges would put the more skillful players and players with complete card sets at a disadvantage, giving the newb player with very little cards a better chance to win--players will be forced to not use the most meticulously constructed decks they have constructed for wins and opt for something they are not familiar with that may not be as good. But still, beginning players can opt to do the challenges, but these challenges will be much easier. As I said, the beginning pool of random challenges should be small and relatively easy compared to challenges players get at higher levels.
Note: Not all challenges will ask of the player to win the game, only to complete the task it asks. However, winning the game should give an additive benefit. So even if players lose because they used some off the wall construction of their cards, they may not be aggravated because they still may get the reward from completing the challenge. These challenges are different from rift runs. The player will have to really think of how to construct their own cards to complete some challenges.
4. It gives the game a dynamic feel--Right now, the game seems to be repetitive and linear, which is a big reason for the low player turnout for this game. This coupled with the cost/benefit ratio there is now, it is especially excruciating. You will see several different types of decks instead of the same ol ones over and over.
5. Players will invest in the game at earlier levels, which will help get them to stay
6. There will be more trading.
7. It will give players more reason to collect and use other factions--If the players do not have the specific cards they need to do a specific challenge, they simply cannot do the challenge. Also, there should be challenges for specific factions like the ones for Star Trek. Also, for the challenges that give the the cards to use to complete it, it will only entice them to want to get that card for themselves because of what it can do.
So, this brings up why these challenges should be random after each match. These challenges, as I imagine them, would be impromptu. So after one infinity constructed match, you will have no idea what the next challenges might be (unless you are low level). If you do not like the random challenges, you will have to play and win a game to get to select from the next pool of random challenges--OR!, you may have won some tokens to buy your way to the next pool of random challenges, or even have to use an increasing amount of ip as you keep skipping challenges you refuse to do for whatever reason.
If this were implemented RIGHT NOW, IW's player base would skyrocket from here on out. Then, if you add this with event weekends, like golden ticket weekends and increased ip weekends, you would have the best card game hands down... People would actually put up with all the crazy, stupid bugs they've been having and still have.
Note: This would not take place of weekly quests.