but monoaether is OP 
And a lovely excuse to do any of the followings:
* Blaming your opponent's OPness instead of your lack of effort for losing (e.g. "I am not noob for playing a completely ineffective deck, it is just that Aether is OP").
* Auto-quitting any games against your OP opponent; games in which you had a fair chance if you put effort (e.g. "I have this awesome rainbow deck, but Aether is OP, I won't have a chance, I auto-quit").
* Causing urge to join that OP element instead of supporting the "weaker" ones (e.g. "I want to join the super awesome team Aether this War because it is so OP; please, I don't want to be picked by those other weak elements...")
* Causing hate against the OP element; I am such an example.
Vets have a greater responsibility for the above syndrome, because they prefer to harvest the benefits of already expoiled strategies instead of exploring new areas and comboes and mindgating, thus creating even a greater gap between the strong elements and the weak ones. That's my 2
...
I am going to leave this quote in here to further explain my reasoning.
Hence why the market price... which is still not fair enough for weaker elements, but has closed the gap quite a bit. Since WMS don't seem to want to do anything about the fact you don't salvage cool in elements cards while other elements always do... there will still be a huge gap... but not even have a shot in war isn't the best option... now if you have other options to offer... go ahead...
I already thought of:
-Having the right to salvage in element 1:1 in 1 of the duel if you couldn't salvage 6 in elements cards (as in you only face a grabbow that had 2 life cards in it.. whether you salvage em or not.. you can pick 6 life cards in any win instead). I don't think it should be allowed if you face a deck with tons of life but lost vs it though. Maybe have a price tag total so water don't pick 6 sopa from it for exemple... as in 6 in elements which cost 300 cards or less total.
- Lower the price for cards of elements who did poorly in war average, especially of cards not much used outside the element.
- Give a 12% bonus cards to the team who is the poorest in average win... 11% to the team which is 11th... and so on...
-Force team to have a minimum of cards from each element.. say 3-4 from each so you'd have at least a chance to face in-element a bit. Or maybe just from the bottom 6 element?
One or 2 of those things in play and life is almost becoming equal to aether in terms of winning chances.
this link is a good way to see how well teams do and what the realistic way of them to win a war... of course the meta has change a bit over the years... but not so much as weaker elements have done bad all the time.. save for once or twice where they had great leadership/luck/tons of new decks to show... you can't count on that to even things before a war starts.
http://elementscommunity.org/forum/community-recommended-decks/war-decks-archive/