Thoughts on how to fix the Arena economy
Anyways, heard you made an economy stream, but I felt that many of the suggestions you made to improve the economy were a bit off the mark, so I wanted to provide my input to the matter.
The Arena economy runs on a couple of metrics. First, there is cards earned, which given the current economy, can basically be reduced to rare/mythic cards earned. Next, there is cost above return, which is the cost of the event or pack, minus the currency you get from it(and you probably don't want players to generate more currency by playing more, since that means the economy is harder to control). Third, there is time played.
Now let's look at all the ways you can play the game, as someone with a 50% win rate. The absolute most efficient rate of cards/currency is playing ranked, since it's free, and eventually you get cards from it. However, that format is absolutely miserable in terms of time invested per reward(since you only get rewards on ranking up), to the point that it's rewards really need to be buffed quite hard, because otherwise it isn't worth the time needed.
Then we have the best of one constructed event, which is the next best return on investment. This is because it is so cheap, people can play through multiple times. This event is absurdly efficient at getting people cards, to the point that it is more efficient than quick draft(for anything other than time), and most people can continue to play it over and over again. Since it's the best mode, you probably shouldn't increase the rewards, unless you want to increase the rewards for everything else. The problem with this format is that everyone plays it, and you can't sideboard, so experienced people with strong one note decks fight against inexperienced people with weak decks, which isn't fun for new players, and everyone experiences the same decks all the time, which isn't fun even for experienced players.
Then there's the Best of three constructed. This format has worse average rewards than the Best of one, and this is because you receive far fewer ICRs. However, it is a much better format to have experienced players in, as people can sideboard, and actually counter peoples decks without having their winrate plummet against others. In order to improve the rewards, I initially thought that having duplicate protected ICRs would be good for this format, as it means that experienced player with large collections would be incentivized to play this format, leaving less experienced players with best of one being the most rewarding format. However, duplicated protected ICRs are probably too much of a reward, and will cause people to complete their collection far too easily. As such, I'd say provide some rerolls of the ICRs in best of three, if they get a rare/mythic they already have(basically duplicate protection, but not guaranteed).
After that, you have the limited events. Quick draft being the best for 50% players(being twice as good as packs, without duplicate protection), sealed being good for very bad players(because of high minimum values), and actual drafting against other people potentially being lucrative, but not as good on average(I think it's 1.6 times as good as packs).
Remember, even if you improve the rewards of less efficient options, as long as you don't improve things to be above what was the most efficient thing to do, the economy will still be roughly the same, but with more variety, which is something to strive for.
However, there's a type of event missing, which is something for new players, as well as people who are tired of playing overpowered cards and against overpowered cards. My thought would be have preconstructed decks that are balanced against each other, but are fairly weak overall. This is because more experienced players have a larger collection, so are advantaged against new players, which tends not to be the best experience for the new players. I'd have this provide the same rewards as the best of one constructed event, so new players can build up their collections, without having to struggle against the best cards to eek out a win.
Another thing you should take note of is the daily wins. Wins are very hard to achieve for new players with bad collections, and since you need currency to improve your collection, this is very bad. I'd say change to completed games without you forfeiting, which provides an incentive to continue games, without needing to actually win them.
Daily quest being able to reroll into higher gold ones means that the optimal play pattern is to not complete the lower gold quests, which seems like a poor play pattern to have.
So another thing you should know, is that you are releasing far too many cards for how many you reward. In fact, I feel like even with great rewards, you are still releasing too many cards, as even if people are able to get these cards, it would be difficult to play with all of them. However, there isn't a good way to fix that, other than reduce the number of cards coming down the pipeline. However, in doing so, you are neglecting the cards that you have already released.
In order to improve that situation, I'd recommend redoing old historic sets more often than you currently are, such as doing AKR, KLR, and the other historic drafts, Jumpstart(historic horizons or otherwise), and providing the first of those drafts free. I'd recommend a schedule of a week of event, and a week of no event(because of potential low demand), and leave it to you to determine which ones to do.
Edit. Oh, and also give exclusive alchemy ICRs for Alchemy events, as it's too expensive to get into Alchemy with packs, and the amount of ICRs you can get with the constructed event rewards enables more people to get into it.