If you primarily care to only collect cards of your favorite players, why not bench them once you get them? They won't play, and you can keep them as long as you wish. Obviously that's a dumb suggestion, but it's an option. More likely, use the contract cards you get from purchasing packs to keep your favorites around. The rest of your team will evolve, yes; but you can keep your core favorites in tact.
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The cheats don't effect online play, right? (I don't play online, so I'm not positive) Assuming not, what does it matter if one wishes to purchase the "accelerators" EA offers for their Franchise/Superstar mode team/player? The Online Pass, as I'm sure you know, comes with a new copy of the game. Even buying used, you either end up only paying the same $60 the 'new' buyers did; or more often come out a few bucks ahead.
As for day one DLC, I agree; and I think you'd be surprised at how many games hold back on content that is ready for the core title (in your example, maps, modes, missions, etc.) just to release it later.
It sets a bad precedent, for sure, but I don't see Madden's charges on that level at this time. EA has in-game boosts that appear to only impact offline players. (As I said, I don't play online, someone correct me if I'm wrong.) MUT packs
can be purchased with real money; but also can be obtained with nothing but time spent in-game...so I hesitate to group it with other paid DLC. If you don't participate in buying them, you're not missing much. With other games you may miss out on substantial additions to gameplay. Of course a substantial addition may be worth the price, but as of now Madden isn't approaching that. I remember the "sky is falling" people when this started in Madden 10. The amount of hyperbole was amazing. Fortunately, as of now, EA has kept the same type of content available for purchase: additions that aren't essential to enjoying the game.