I see two questions here: How can I secure funding for finishing my game? and How do I handle promotion of my game?
I believe this is the perfect situation to apply the Minecraft Model to. Setup a site for your game. Get registration working. Start selling subscriptions cheap, $1-3 a month, or even sell lifetime memberships for $10-25.
As Bummzack says, get it on kickstater.
Engage in the MMO community, engage in the game dev community, engage in the hobby homebrew community. Get on social media. Allow the few early adopters and people who love your videos and screenshots to fund the early needs like the server. Iterate forever.
It doesn't matter how bad it looks to start with, you only need to get a few people to buy it to start. Just keep making it better and fun. Always fun.
Expand the options for players, always tying back to the core game play. Make everything support that one unique aspect of your game. If your game is a world based on living cards, make everything the player does either need cards they already have or give them new cards. If the point of your game is monster collection, make everything need attributes of monsters to work.
If you want to add item crafting to the game, make it require iron cards/monsters and fire cards/monsters to be able to craft those items. Focus on the economy of your game. In Minecraft, that economy is blocks that were mined. Everything in the game needs those mined blocks.
If you keep giving the players new ways, weekly or at worst monthly, to make use of the items they already have, then you will keep them coming back for years. And they will tell their friends and you will keep getting new sales or subs and therefore new players.
The major problem with this is your game has to be really fun and engaging to be successful with this model. It works because you build a community around something that a few really interested people love. Minecraft initially appealed only to a certain type of lego-centric player, however they kept adding features to the game that appealed to other types of gamers and eventually broke out and grew exponentially. For me, it was the addition of mine-cart roller-coasters that got me to buy it.
If your game can't grab people by the throat and not let go. If it isn't fun and totally engaging for hours on hours, this model won't work.