Wizards is somewhat "conservative" when it comes to changing their general marketing strategy. They were in the past, seemingly, "pathologically" afraid to do much that signaled any wavering from the official line of "Standard and Limited are the formats we support." The obvious market segmentation that existed and still exists (so obvious that even
I could identify it from this armchair) eventually spurred them to open up to the notion of "Commander" a few years ago, along with Modern. When the sky didn't fall, they opened up more, Eternal Masters and the like and doubled down on Modern.
Now, the shift has shifted again. They are doubling down on Commander next year and we might see a double-down on Pioneer. Even SCG has just
"thrown down the gauntlet" with respect to Standard support, at least in the short term.
I had, for years, said that Standard's failure's were Legacy's "salvation." It's proven to have held a modicum of "truth." The issue, of course, is that the "salvation" isn't what we might have wanted, in a (bad) Meister Eckhart fashion, through Jacob's Ladder: "If you're frightened of dying and you're holding on, you'll see devils tearing your life away. If you've made your peace, then the devils are really angels freeing you from the earth."
Playables were sparse, then come in droves. The complaints come either way. So, might as well sell some product in the meantime. That, I think, is what Wizards is starting to realize. It's not about having some notion of "happy" players, or "content" players, they will never be either of those things. What you want is players who will
buy. Sell to them. That is what this move toward "segmentation" is about. And it makes a lot of sense.
The issue at hand is that the central assumption of your "thesis" is that these "whales" are vital and a key to the games success.
We have no data to support this notion, besides the sort of knee-jerk assumption that people who "spend more" are who the product
should be catered toward. That doesn't stand to many notions of scale-effects. It's a "forced subjective" look that doesn't necessarily reflect the reality of psychological sales profiles.
Think, one person spends $1,000 per set. Or 1,000 people spend $10 per set. Who is the "best customer?" Obviously, if every individual person is the unit "customer" than the answer is clearly the one "high roller." But, if those 1,000 are a "unit" of say, casual Limited players, then they, collectively at the "best customer."
Never mind the "Second order effect" of possibly cating to those 1,000 "low-spenders" and expanding them to $15 spenders, or $20. That is your market growth. The $1,000 spender is likely capped anyway, there is no growth to be had there.
I've mentioned this in the past, how "organic growth" is likely the "way of the future." It's not some great intellectual concept. I'm an idiot and even I can see it's likely trivially true. I think Wizard's has finally gotten past some of the fear that a changing model holds and is working with this idea.
There will be "growing pains" but they show the game isn't dead. It isn't dying. It's
living.