Well, they also just added a lot of stuff, specifically Amonkhet block and 10 preconstructed decks to start with, when the NDA was lifted today. I haven't had much time to play since then.
Before today, it was just Ixlan/Rivals available, and the games were kind of boring due to the format. Not many people had significant collections at lower ranks, so you just grinded games with some kind of budget aggro-ish deck. I'd play a few to finish the daily quests, then log off. It was more about grinding cards then anything.
Now, they have slowed down the grinding a bit. Technically, you get more/same overall cards, but it's more random single cards and boosters. They heavily reduced how many mythic wildcards you got, which you could change into any mythic you wanted. It was their version of 'dusting'. It's up to more random chance now. That creates a huge bottleneck towards getting specific mythics that you might need now, and the forums are having a huge argument over it. It was really, REALLY stupid how they announced it, too. "Based on your feedback..." It was like they purposefully ignored the whole community's actual feedback on the economy for the last few months and acted like we asked for this when it's practically the opposite of what everyone said.
As for the program itself, it's great. It's a smooth and polished looking form of magic. There are a few quirks you have to get used to (ex:manually tapping your mana before casting a spell, when the colors might be important) and of course some bugs (it's still relatively early in beta, overall) but the actual gameplay is generally very solid. Which makes these other issues even more frustrating. They could literally, FINALLY, have the perfect digital ccg if they didn't seem to be trying to shoe horn their outdated booster pack model that doesn't work as well for modern digital ccgs.
I still am of the opinion that they could give cards away very generously, to the point that even a casual player can practically complete a set within 3 months without spending much, get a huge playerbase and then charge for alternate arts, avatars, foils, special animations, skins, etc.. the way games like League/DOTA2/etc.. do, and make a killing. But, clearly the execs over there can't see the long term money in that route or think they'll make more trying to push packs on people.