It is not my style to use a guest account to post this, but on the other hand I will use it to drive my point home.
Unwritten rules of war bidding and war.
1. guest
That one should be clear enough,
but consider no 2.
2. registered guest
Yes, even though you meet the requirements of "having an account" your chances of getting in are null, 0%.
Even if you have ALL the cards or *** cards, or type : "I really like elements" will not work.
If I was a master in this war I would ask, "Who the heck are you?"
You cannot get that in a few words, nor can you get that in a simple application.
Those who have been here longer and have be in continuous contact with masters have a greater chance of success.
Then why the heck are we filling it out?
To keep a registry list of potential candidates.
You are not picking a team to go into.
Masters decides if you are good enough to join a team.
4. Kongregate
Even though this is another major point where other players play the game, this is a place where you cannot get noticed by the mainstream masters or other players.
Where should I go?
The game has a main chat room, and of course this forum you are now reading.
Kongregate DOES NOT handle anything related to war, for that fact any tournament at all.
Knowing people on the main chat room and from the forums goes longer than sticking in one place or another.
5. Know who you are working for.
In the same turning point, consider that this application is like a job application.
You should know who you would be working for.
Do not foolishly believe that "because they are under that element or another it tells the whole story"
It is not enough to just "played an element"
Do some research and background checks.
Ask around and properly introduce yourself.
6. Representation versus Reality
Do not be fooled into thinking you are representing "one element".
This is not a "mono fight". More like a scavenge then seek and destroy matches.
It is a large scaled Player versus Player event.
It is far more drawn out, and far more organized than any "minor" tournament event.
You represent the team that can handle anything it comes its way "under one flagship banner (a picked element)"
Closer to the "end rounds" you play less and less
The masters are the ones who fight mostly in the later stage rounds.
Newcomers have a close to null chance to facing masters head on.
7. Adaptability > Skills > Experience > Cards
True strength in war comes from the adaptability of the player.
Play in the game long enough and you will see that "having all the cards cannot beat them all".
Play in the game long enough and you will see that "Experience can be countered with skills"
Play in the game long enough and you will see that "skills are what pushes people to another level".
But true "professionals" are adaptable, manipulation of situations is key.
8. Popularity versus seniority
Having all the cards does not make you a better player.
Just because you "want to be in war" does not mean you "deserve it".
This is not a popularity race, but those with seniority should be considered for their willingness to work with others.
9. Brag or go play other tournaments
The application process is a grueling one for both masters and players.
You should brag about your accomplishments here! Tell about things that has made you a part of the community.
(I'll keep updating my profile) : Cards only.
Not enough to just update the cards.
You're far behind then.
You should be able to state some major accomplishments or major upbringings here do not hold back.
For the love of the False Gods do not show your weakness!
Masters will not pick on people for "pity points"
10. View counts are a good indicator of your "likely hood" to join war.
11. A grand push from a well respected and established player replaying to your post is gold.
12. 1 + 6.
1 master
6 slots left.
A master will not place 6 newcomers into war.
What is the real percentage or ratio of my chances to get into war?
The real positions are as follows:
1. genius/thinker: This person is just a deck genius or war strategist.
-1 : Well known in forums/main chat, known for vicious Player versus Player, building decks of major importance, or coming up with brilliant strategies.
2. organizers: these are medium range players who are most dependable in a pinch.
They handle meaningless tasks like deck organization or talk to other players and arrange times, even go as far as promoting the team.
-4 : Moderately known to well known in forums and in main chat, known to be a friendly person, dependable person, has been in a previous war and shown how they handle themselves in other Tournaments.
3. Grunts: Players who can take orders, lay low and be used to handle chores of deck testing for the team and watching how other teams progress.
That is you, newcomer. 1:6 chance
13. Gladiators
Masters are not openly walking through every bit and corner to hunt down players.
They do not waltz into "PvP2 or PvP1" seeking players.
They can be found reading forum posts or chatting.
They have many serious candidates who are willing to work for them.
This goes beyond just a simple application.
14. Apply now? Or hold back until I am really ready?
It might be worth while to just go for the application process to get a hang of it for the next run.
Do you want people to know what you have and your scores now to compare next time around?