Ok, things I dislike about this EC:
- Not being targetted is strictly better than being targeted, meaning that no matter how much skill you display and effort you put in, a dead element seemingly developing a hatred for you is sure to put you at a disadavantage for the rest of war on average. This is assuming we're even allowed to put our deckbuilding skills to use rather than having to use a random (or specific) deck we happen to use that round against (an) element(s) we dont even know are attacking us (that carefully chose their deck).
- the dead teams have access to a larger range of decks than the alive teams, heck possibly even larger than their starting vault if they made a deck out of salvage that they didn't originally have.
- The stakes are way too high (it was tolerable last war as the dead teams were at a grave disadvantage and discards were lower in general, though I wouldnt have been fine with that one either): A team can loose up to as many cards as life did in the mines round (highest penaltyfree discard round ever) completely independent from their actual matches. Ofc thats not going to happen, but it clearly shouldnt be possible in the first place.
Suggested changes:
- limit the amount of times a team can be targeted to 2
- reduce discards to 10 or better 5 (alternatively severely limit the deck choices of the dead team, but I actually like giving them a decent chance if only it wouldnt severely impact the outcome of war)
- give a marginal salvage (like 2 cards) so that you actually get sth for being forced to gamble bits of your vault (obv this should be very low indeed; we dont want a team being strengthened considerably by this card either)
I suppose this card was supposed to even the card differences between teams a bit, but as the last wars EC (as well as the last EC) has shown the top teams arent actually much more likely to be targeted, its more like playing Russian Roulette (and I'm afraid, it's probably not going to be evenly split amongst the teams).