Patch Suggestion: Improving Quest Shop Usefulness

Hello,
I've been questing quite a lot lately and there's really only one gripe that personally I have with the quest mode (I'm not sure if anyone else feels the same or not) - the quest shop is not very useful, especially at the earlier stages of the quest, because it only has a few cards beside the basic lands, and it only has one copy of each card for sale. I was thinking if maybe it would be worth improving that, and I have a suggestion (and a working prototype of a possible patch for getShopCards in ReadBoosterPack.java), but before I actually submit it here, I'd like to discuss it:
I was thinking that maybe it's worth to do at least one of two things (and both were already implemented in my patch and can be tweaked as necessary):
1) Perhaps, the quest shop should offer more than one copy of a card for more common cards? Say, it can offer only one copy of Rare cards, but 1 or 2 (at random) copies of Uncommon cards and 1, 2, or 3 copies (at random) of Common cards? That's what the current version of my experimental patch does, but I can tweak it as you believe would be better (if you even support the idea). At least, giving 2 or 3 copies for sale for more common cards could sometimes allow to be more strategic about deck building and not rely on mostly random options (even after 40 matches I only rarely end up with more than 2 copies of even the most common cards that I encountered when questing). Perhaps, only one copy of Rares and Uncommons should be offered, but more than one for the Commons - I'm not sure, to be honest, that's why I'm putting this up for discussion.
2) Perhaps, the initial amount of cards available in the quest shop should be upped a bit? Maybe not very significantly, but initially (during the first five or so matchups) the shop is just literally empty - and of course it gets better as the game progresses, but maybe the starting amount should be increased by a certain, perhaps not very significant, degree? Once more, my experimental patch has support for this as well, but since I have no idea what you believe would be good, I'm putting it up for discussion and I'm ready to tweak it in my patch as you see fit.
I can also leave the initial value as it currently is if you believe it's a better option.
Thank you in advance for your opinions. If you find this proposal useful, I'm ready to listen to your suggestions, tweak my experimental code accordingly, and submit a patch here.
- Agetian
I've been questing quite a lot lately and there's really only one gripe that personally I have with the quest mode (I'm not sure if anyone else feels the same or not) - the quest shop is not very useful, especially at the earlier stages of the quest, because it only has a few cards beside the basic lands, and it only has one copy of each card for sale. I was thinking if maybe it would be worth improving that, and I have a suggestion (and a working prototype of a possible patch for getShopCards in ReadBoosterPack.java), but before I actually submit it here, I'd like to discuss it:
I was thinking that maybe it's worth to do at least one of two things (and both were already implemented in my patch and can be tweaked as necessary):
1) Perhaps, the quest shop should offer more than one copy of a card for more common cards? Say, it can offer only one copy of Rare cards, but 1 or 2 (at random) copies of Uncommon cards and 1, 2, or 3 copies (at random) of Common cards? That's what the current version of my experimental patch does, but I can tweak it as you believe would be better (if you even support the idea). At least, giving 2 or 3 copies for sale for more common cards could sometimes allow to be more strategic about deck building and not rely on mostly random options (even after 40 matches I only rarely end up with more than 2 copies of even the most common cards that I encountered when questing). Perhaps, only one copy of Rares and Uncommons should be offered, but more than one for the Commons - I'm not sure, to be honest, that's why I'm putting this up for discussion.
2) Perhaps, the initial amount of cards available in the quest shop should be upped a bit? Maybe not very significantly, but initially (during the first five or so matchups) the shop is just literally empty - and of course it gets better as the game progresses, but maybe the starting amount should be increased by a certain, perhaps not very significant, degree? Once more, my experimental patch has support for this as well, but since I have no idea what you believe would be good, I'm putting it up for discussion and I'm ready to tweak it in my patch as you see fit.

Thank you in advance for your opinions. If you find this proposal useful, I'm ready to listen to your suggestions, tweak my experimental code accordingly, and submit a patch here.

- Agetian