If we look at the standings @ the start of round 3 vs the # of matches played as well...
Team | Vault | # of Matches | Avg Deck Size |
Earth | 378 | 8 | 47.2500 |
Time | 375 | 8 | 46.8750 |
Entropy | 372 | 8 | 46.5000 |
Air | 321 | 8 | 40.1250 |
Aether | 299 | 8 | 37.3750 |
Death | 293 | 8 | 36.6250 |
Light | 289 | 8 | 36.1250 |
UW | 264 | 0 | ------- |
Life | 253 | 7 | 36.1428 |
Water | 240 | 7 | 34.2857 |
Darkness | 217 | 6 | 36.1667 |
Gravity | 205 | 6 | 34.1667 |
Fire | 177 | 4* | 44.25 |
*Fire received a bye this round playing 4 matches while still being in the 5 player range.The only teams that look like they can field stall decks are earth, time, entropy, and fire. Fire has suffered a lot of discards, I doubt they can make 4 workable stalls. For the top 3 spots lets consider the starting vault, and consider if they can build 8 deck outs. The average for all teams in auction was 37.3333, for these 3 teams it was 27 (we'll use this # since none of these teams won propaganda.) That's a starting vault of 373. I imagine most teams make more than 8 decks. Let us assume 10 with an average card size of 35. That leaves 23 extra cards which likely goes into utility cards and backup replacements of important decks. Quite simply no vault had the room to include many stalls that don't include eternity (which is quite risky without enchant artifact, and many other things that could go horribly wrong.) Many stalls don't go for deckout, that is actually quite a difficult goal. With 13 being the goal ttw and the way vaults were build and their current condition rushing gives a higher chance of success of winning and receiving the bonus salvage. While deck out does give a better bonus, a much bigger issue is how likely you are to win. A 24 card discard is just not worth the gamble of getting a 12 card salvage when you could most times have a higher win percent with a "rush." If Stall was win in over x turns I could see more teams doing this, but the chance to deck out is just too harsh imo.