I've been through three wars and I think it's time for change. Here's my idea for a completely different war. There are pros and cons to each system, but my main point is that this idea solves many problems that people have pointed out and experienced during previous wars.
8 players per team, war auction, all that stuff stays the same.
War will be divided into 9 rounds lasting 1 week each (roughly the same length as this current war). Four days of deckbuilding and three days of duels. Matchups will be determined each round so that every team faces every other team AN EQUAL AMOUNT OF TIMES. 8 players x 9 rounds = 72 matchups for each team during the entire war. 72/12 teams = 6 times a given team will play another specific team.
Vaults are the same for every team. Each team receives 24 copies of each card of their element, unlimited pillars/pends of their element, and 12 of every other card in the game. That's right, 12 of every single card. During deckbuilding teams can use any cards in their vault to build decks. The reasoning for such a change is that teams are not limited to their starting vault and they have freedom to build whatever decks they want using any cards in the game. This 1) Prevents situations in which teams with a small vault are disadvantaged by facing other teams that have decks which counter every possible option. 2) Encourages a variety of decks instead of every team taking the same deck archetypes every war and using them every round. For example, just look at previous wars, every team uses Graboidbows to be "competitive" and in my opinion those decks are lame and boring. While Graboidbows will be present for sure, once a team loses with one it is gone forever, and they will have to use alternate decks, hopefully more unique ones. 3) Rounds are more or less equal in importance, so if a team goes 1-7 in Round 2, they aren't screwed for the rest of the war.
Teams can choose their own matchups every round, exactly like this event card:
http://elementscommunity.org/forum/index.php/topic,32499.0.html.
Discards are set at 30. Salvages are 0. Each round you can convert up to 24 cards to ANY CARD of your element. Exception: Entropy cannot convert cards into Novas.
Event cards would not focus on vaults and instead focus on deckbuilding and other aspects of war.
Examples of good event cards that could be used:
http://elementscommunity.org/forum/index.php/topic,33433.0.htmlhttp://elementscommunity.org/forum/index.php/topic,26537.0.htmlNo more event cards like this:
http://elementscommunity.org/forum/index.php/topic,33101.0.htmlThe team with the best W/L ratio wins the war.
Of course these rules are not perfect and some things could probably be changed, but the basic idea is the important thing.
Rules are nice but let's see how this will actually affect war:
Pros- Solves any Event Card complaints due to "unfairness" or war changing capabilities.
- Solves any problems (
http://elementscommunity.org/forum/index.php/topic,34709.msg467750#msg467750) created by the match randomizer.
- Solves any problems (
http://elementscommunity.org/forum/index.php/topic,31674.msg453900#msg453900) related to the number of times a team faces a certain team in relation to the rest of the teams.
- Less reliance on initial vault.
- More variety in deckbuilding, which, in my opinion, is something this game needs desperately. You won't see the same decks used over and over again throughout the whole event. Many people support this change, evident in the War Feedback thread.
- Everyone on the team gets to play a match every round = more fun for all participants.
- The old war system is getting stale.
- Less vault work needed.
- No team will have advantages or disadvantages based on vault size. No "sweet spots", no strategic subbing.
Cons- Less strategy involved, because 1) No strategy at all needed in creating vaults. In previous wars, vault building strategy was a significant part of success in war. With this new system, this strategy is no longer needed. 2) Less strategy in predicting opponent's decks based on vaults. With the current system, predicting what other teams will use against you and how you can counter them is an important part of war strategy.
- No epic final battle.
- War could potentially be over early if one team wins an abnormally large amount of games before round 9, and that team's wins > 12+2nd place team's win. This could ruin the fun for eleven out of twelve teams.
- This new system allows too much freedom for deckbuilding. I see this is a good thing, but I can see why some people will dislike it.
- This idea is a drastic change, some people don't like change and therefore will not like this completely revised system.
Might have missed some things, but there you have it.