I dislike the way that the current system punishes teams that have a large vault by making them play proportionately more games. Because a loss is -30 and a win only adds 6, a team with an excellent win-percentage that plays more total games will almost always lose more total cards than a team with a worse win percentage that just plays less games. This means that the front-runners are unfairly weakened, artificially extending War's duration. It also exacerbates the effects of strategic exploits such as the 60-card sweet spot, allowing teams to "turtle" with a small but select vault, and do better than larger teams that are forced to play more matches. In my opinion, having more cards should mean that your "army" is larger and thus can concentrate on your opponents with a number advantage, rather than being forced to be spread thin and fight at a disadvantage.
On the other hand, vault management and the idea that "you're eliminated when you don't have the cards to play your matches" are both important parts of War, so we don't want our solution to remove those concepts. I've been brainstorming different ideas for how to fix this issue, and here is my favorite so far:
At the start of each round a Warmaster checks to see how many matches each team can play and finds the average. Subtract one from this average number, and you have the number of matches that each team will be required to complete in that round. The Warmaster then assigns those matches normally. If your team has more cards than is required, it will make deckbuilding easier. If a team has less decks then necessary to complete all their assigned matches (so any team more than one deck under average) they will have to assign decks to more than one matchup, and receive salvage or discard cards from the deck as normal for each win and loss. This solution is promising imo, because it is simple enough to understand/implement, it doesn't remove any of the key components of the War experience, it doesn't punish teams that have large vaults, nor does it reward them so much that a middle-of-the-pack team has no chance to overtake them. It should hopefully be more intuitive in it's results.
Any thoughts or suggestions?