Cool one! I am weary of progression games as they are starting to be a bit dull and not that creative but you have a great theme and added nice touches with the mechanics like the pack opening.
The dragging of the cards to the binder or shop feels tedious. As a player I am not sure, how far is enough for it to register and the card stays behind the cursor a little too long, it feels heavy and sluggish. I'd like it to be a bit more snappy and satisfying.
For the easy going gamer showing which foil you already own and disabling the ability to put an already owned one into the binder makes sense, but I see potential to nail down and evoke the actual feelings of this fantasy - creating a collection and gaining the knowledge about the cards and what you own. I know it would add friction but for me it would reinforce the fantasy a lot if there was no information whether you own the card or not, no support system. You would really have to become "the collector" to play optimally. And players could always put cards they are unsure about on the table.
The vibes and art is also great.
It would be funny if the cards had some actual mechanics to them, but you could never play them, and you would only have to imagine how this non-existing game is being played.
It's good one, good luck with the development!
@edit
An idea came to mind (maybe it's already implemented, and I did not notice :p):
It would be cool if some cards had unique text, and if you noticed that and send them for evaluation, you could get 5x, 10x more cash.
Right now the game shown me the mechanic of sending cards to evaluation but I did not understand through gameplay, when exactly would it be worth to do it. I just kind of forgot about that mechanic.