Well, I said I'll give some feedback at some point, so here it is. First, I want to say nice work Zawadx and thank you for organizing this war. Having said that, here are some suggestions for future wars and what went wrong this war:
- there should probably be some in-element discount during vault-building, as currently it's really hard for some teams to build a decent vault without it being one-dimensional (5-10% maybe?)
- different number of discards depending on score (a 2-3 loss should hurt less than a 0-3 loss cardwise)
- maybe also adjust card limits for number of matches. Currently it's really hard to build decks when you're even like 20 cards over the limit.
- no more ECs that give cards out of nowhere and no more ECs that are not equally fair for all teams. They should be simple and have minimal impact.
- the following shards should reduce the number of upgrades by a certain number when added (I'm thinking -2 upgrades per shard copy): Shard of Patience, Shard of Freedom
- considering how some of the cards are broken upgraded, but are somewhat fair unupgraded, the following cards should no longer be upgradeable:
- Graboid (Huge difference from 8/3 to 10/4)
- Fire Bolt (This makes decks like firestall more "fair" to play against)
- Miracle (Maybe it's just me, but immortal-like decks are very frustrating to play against. This should make it a little more fair.)
- Blue Nymph (Absolutely insane card and very hard to kill if upgraded. This should at least make it at least have some more CC counters)
- Sundial (Screw this card. Seriously, it's in every single stall deck, and no wonder why. 0 quanta stall 1 turn, with the ability of also drawing a card? Being unupgraded should make it less spread)
- Vampire Stiletto (This card is in EVERY single deck that can produce darkness quantum. Insane in rush, midrange, stall, you name it. Being unupgraded only should make it feel less frustrating and less game swinging)
Also, in addition to the shards mentioned before, these cards should also reduce number of upgrades when used:
Note: -x / y means -x upgrades for every y copies
Card | Upgrades |
Nova | -1 / 3 |
Bone Wall | -1 / 2 |
Damselfly | -1 / 3 |
Dimensional Shield | -1 / 2 |
Fractal | -1 / 2 |
Let me know what you think!
Now, on to the SEC/EC review. There will be 5 tiers: Great - Good - Okay - Bad - Terrible
Spoiler for EC review:
Spoiler for R1:
Rating: Dunno.
Really, I don't know how to rate this. It's too tied to the SEC, which is terrible. I would've rated it "Good" if it was tied to giving up some other advantage.
Spoiler for R2:
Rating: Great.
Simple EC, fair for all teams.
Spoiler for R3:
Rating: Great.
Also simple and fair EC. It's tied to the SEC which, again, is terrible, but the idea is really nice and simple.
Spoiler for R4:
Rating: Bad.
Additional deadlines are always bad. The issue with this EC is that the other team builds a deck, then sees the EC result, and have to do testing and build a new deck. I remember being like "welp, see you all in 24 hours" when I saw this EC.
Spoiler for R5:
Rating: Great.
Simple EC with minimal effect.
Spoiler for R6:
Rating: Terrible.
Seriously, there's no need for "ghost" cards that come out of nowhere. It makes mindgating almost impossible and you're left in a situation where you just send a deck and hope it works.
Spoiler for R7:
Rating: Bad.
Although simple, I really dislike extra matches. I also
hate the SEC it's tied to.
Spoiler for R8:
Rating: Bad
Good idea, bad implementation. I like having ECs that let you use less upgrades for some sort of advantages, but now we're back to these silly SG relics. Screw SG relics.
Spoiler for R9:
Rating: Great.
Loved this. You decide the risk you want to take, and the effect isn't devastating unless you go for the very high risk, which again, it's your choice if you think it's worth it.
Spoiler for R10:
Rating: Bad.
Although I like the idea (as stated in the R2 (?) EC that gave new boosts), these boosts are just too much. We're back to "ghost" cards and basically free transmutations.
Spoiler for R11:
Rating: Good.
I remember an EC like this, but instead of restarting specific games after the result, each player could restart a game right after coin toss if they thought their hand was bad.