I've heard many a times that people liked this event when it was run. If the changes made by The Mormegil were to be added, would it balance it out?
I was thinking about this event, as I plan of running it again sometime (probably right after the next Trials and before War #5, like the last one was). What about the following changes to the rules? Note: I plan on changing around the factions' theme anyway, to keep things fresh.
New Barbarians (straightforward team)
Goal: Kill everyone else.
Upgrades: 8
# of Elements: 2
Ability: Ignore special abilities. Gain 4 upgrades if you lost 2 matches.
Restriction: 6 creatures.
Victory: kill opponent.
New Rebels (growing team)
Goal: Gain 20 upgrades.
Upgrades: 0+
# of Elements: 1
Ability: Ignore death once. Gain one upgrade per round.
Restriction: can only use duos.
Victory: gain 3 more upgrades.
New Twelve (decreasing team)
Goal: Kill at least (3*number of players+1) opponents.
Upgrades: 20-
# of Elements: 3
Ability: Lose 2 upgrades with each loss. Lose 2 extra upgrades per round.
Restriction: ???
Victory: kill opponent.
New Sacred Order (influencing team)
Goal: Gain 20 upgrades.
Upgrades: 4+
# of Elements: 1
Ability: Can secretly bet on a matchup, including their own. If the chosen player wins, they gain 4 upgrades. If the chosen player loses 3-2, that player wins instead. This doesn't apply if they bet on theirself.
Restriction: must use 6 spells.
Victory: kill opponent.
New Court (elite team)
Goal: Kill everyone else.
Upgrades: 12
# of Elements: 3
Ability: At the start of each duel, their opponent can ask two questions about their deck. They must answer truthfully.
Restriction: None.
Victory: kill opponent.
New Crime Lords (secret team)
Goal: One of them must win.
Extra ability: Each round, they can target three players and ban 3 cards from those players.
Additionally:
1) If a member of a certain team wins, the whole team has a chance to win. The event will have a second part where all the members of that faction fight each other. Rules to be determined.
2) You can't refuse to kill your opponent. There shouldn't be a case where that is useful, either, with the information you are allowed to have.
Some quick calculations:
Barbarians need to win most of their matches as a team. However, with everybody except Rebels killing people left and right, kill everybody goals should be easier to accomplish: supposing 6 Rebels the number of players goes from 32 to ~20 to ~12 to ~7 to ~4... About 6 rounds in order to win. They also gained some more upgrades (and even more upgrades when cornered), and their restriction is lessened.
Twelve need about 4 good rounds to win. However, by round 3 most of their upgrade advantage will be gone, and from round 5 onwards it is likely that they will lose unless they are well ahead.
Sacred Order needs 4 correct bets and are frail in the first rounds. They might need further restrictions, as they seem a bit strong.
Rebels need to win 5 times before losing twice. They might even be UP now. Also, switched restriction to allow more reasonable deckbuilding rules, but I'm unsure about it.
Court is pretty much the same, just some less questions.
I personally seem to remember I liked this event, but it was very long ago. I think it would be a good idea to be run again.