all team can do impact, but not all can win the war with this rules. like
Truth is EtG itself has many bugs and balancing issues. The War event has its balancing issues too but that probably depends on personal taste (me, for example, I would had preffered if there were no discards, but delays, where the "discarded" cards were removed from a vault for a couple of turns and returned after that amount. The delayance would go up from round to round and if a team couldn't field a deck due to most of their cards being delayed, they would be eliminated from the event. Moreover, each team would be forced to start with 6 copies of every in-element card within their vaults and if hadn't used each card type at least once for a certain amount of turns, they would had some of their cards delayed. But maybe, this isn't for this topic...) yet there are always ways to win the event regardless of your element. The reasons are the following:
1) You don't play just by using your element; you play with your element plus all the other elements used in duos or rainbows and, rarely, in trios and quartets. Your element's weakness is covered by the strengths of the rest of the elements you use.
2) Even the most predictable element (
) can field pretty unpredictable decks and succeed to outwitting teams by using a
duo (a combination which is falsely considered very poor by most of EtGers) which made good use of Deja Vus (lolz)! BEffect has also showed its potential when combined with Forest Scorpion, another very underused card at War which gave us some very good Round 1 victories. Furthermore, we made great use of some of the most underused life cards in general, like Thorns (many teams felt their power within proper decks and I am sure they are not going to underestimate them anymore) which made our opponents too afraid to throw RoL/Hope against us and Jade Shields which are good at almost every situation and greatly discourage to field UG and/or Bolt spamming decks against our team. My NT quarter during round 3 that lost to Calindu had a very good chance against something like 70% of the revealed cardpool of
; in spite of being quartet, it kept the powerfulness and speed of the
NT duo and had answers against stalls. But RNG always gave Calin a Dim and my deck wasn't designed to have early PC (just late game PC to break an annoying shield and OTK with tons of Nymphs). In the end, we lost because we were an inactive team with an inactive general and we became cocky and arrogant after our early success, not because we were
.
3) Some elements are more played by the majority of the community and more explored than the rest. For example, eveyone knows how to build a good
or
deck but fewer people know how to build a proper
or
deck. This, in combination with the simple fact the most experienced PvPers and War vets choose elements like
,
or
to serve makes it obvious that teams like
,
or
are run by "ideologists" of their respective elements that may know a lot about their field but they lack the will to do tons of playtesting, precise calculations and sustain a full-time activity like a true power gamer does (no offence to anyone).
4) Team Gravity of the previous War could had won and their element has the worst War record. But in War, if you do many bad choices and/or you have bad RNG with a slim vault you're out, that's why Aether won once again (correct me if I am wrong).
Due to the above, I find your point of
and
being unable to win an event like War totally false. 8)