Artificial inflation is possible because the way market value is calculated does not account for self-trading: since a player can trade between their puppets, anyone can create many instances of trades, the values of which are only limited by their available bank. The naïve solution to this would be to limit players to a single nation that can buy and sell cards (while allowing gifting to happen). This would compel individual players to make "real" trades - trades that always involve another player.
Of course, limiting trades to single nations would itself cause serious problems. It would be difficult to implement, and would severely disrupt other legitimate operations. It is also questionable whether this would even have the intended effect: what is to keep existing card inflators from forming small inflation clans, to counter the system? While this would certainly create a more interesting multiplayer environment, it would not solve the problem of inflation.
This brings us to various proposals which attempt to decay the value of cards which are not traded for long periods of time. Such solutions fall flat when we consider that all this essentially does is transform the practice of artificial inflation into a treadmill. Players engaging in artificial inflation can continue to do so and reap the same benefits - the only difference is they have to work to maintain it.
I think the key to solving artificial inflation is realizing a property inherent to all card inflation: trade cycles. Attempts to inflate cards are obvious when you look at their trade history. The distinguishing characteristic here is that trading took the card along a path that caused it to return to the same nation, most commonly like this:
- Nation A -> Nation B
- Nation B -> Nation A
Or more generally:
- Nation A -> Nation B
- Nation B -> Nation C
- Nation C -> Nation D
- [...]
- Nation Z -> Nation A
Therefore, I propose that trades which are part of a trade cycle are ignored when calculating a card's value. If implemented, this change would have an immediate effect on the market value of inflated cards, but would have virtually no effect on the value of other cards. The only potential issue I could see is with legendary cards that have racked up hundreds of trades, which would both make detecting cycles a bit more computationally difficult, and increases the odds of some kind of fragmented cycle being constructed from legitimate trades. But these problems could be addressed by limiting the scope of trades that are considered when searching for cycles - for example, trades that are both over a month old, and are not among the last 100 trades on the card, could be ignored.