Fair enough, but the cost to individual players would not be so extreme if desired spells were not so so relic dependent, and if developer would consider how this trashes game investment. I upgraded my magic academy based on calculations that I would be able to sustain enough relics for my desired use for it. MM spells cost 2 each of t2+1 and t3+2. CC cost t1+2, t2+1 and t3+2. You have designed extremely high relic dependence on t2+1 and t3+2. If you play a good tournament you simply do not need to craft the other spells, well, maybe some playing styles need 2.5 IM crafted per week, but this hardly cuts into relic use at all. There is so much take away from players "rebalancing" happening all the time. I think a rebalancing of where and how relics are used is in order. I know that I lost the opportunity to go strong in one dust tournament because of dealing with surgery and attempting to get my sister's partner to give me what she left me in her will (- shared off topic learning here, I discovered even with a will, getting it enforced is very expensive if the executor refuses. For bank assets if you declare a beneficiary with the bank, the executor can't touch it, which is what my sister did for what she left to my brother and my brother did get what my sister left to him although her partner did try to take that for himself as well, but because the bank had beneficiary instructions he could not steal it. She left me her jewelry and he just refused to give it to me. I decided her memory lives in my heart and battling him isn't worth it.), but one strong tournament is in the range of 400-500 relics. I have 1300 less t3+2 relics than t2+1 so it really looks to me that how relic use has been planned is the root cause of this problem. Having real life issues for one tournament shouldn't do this, and didn't do this because I should only be down in the range of 500 relics between these two. I've always valued MM spells so I didn't use them in an FA.