I find it strange that Support Team rules force them to play with decks that are based more on the elements they are not supporting than on the elements they are supporting. For example, Entropy support players can use the following in-element cards:
Chaos Seed, Mutation, Fallen Elf, Shroedinger's Cat.
Not exactly what I call Entropy-based decks. Sure, some powerful decks can come out of it still, but that's not the point.
I'd rather have different rules, while not limiting the support teams to monos or almost monos for obvious balance reasons.
Lol. Ok, so I agree that most Main Team Entropy decks don't feature the four cards you list above. Feedback would be more useful if you explained why the Support Team deckbuilding constraint either unbalances the Event (important: if it only hurt Entropy, a historically strong team, one might argue it actually adds to balance) or makes the Event less fun. Then importantly, propose an alternative set of rules that accomplishes those goals better than the status quo.
Fair enough. The issue is that by making it impossible to use the in-element cards your team used in the round, you're very likely not to have any good in-element cards left, but still need to use 50% of it. This has led to various matches where the only in-element cards used were pillars or pensulums! (Light, for once, fielded a rustler deck with 15 light pillars and a NT deck with 15 light pendulums). This is... not really representative of a war environment IMO. You are using the other elements much more than you are using your own... :-/ Also:
I will reiterate this and add that this round's support team battle results are quite indicative of an issue in support battles rules.
In case next War's Warmasters aren't willing to look at your post time and delve into which round's results you're describing, can you give specific examples of the "issue"?
There were no attacking wins. Some were close, but still, this is a pretty clear sign of an unbalance of rules IMO. Losing access to all your good in-element cards while other still can field decks with 2 or 3 of their best cards is not balanced. Defending is too much of an advantage.
I believe something like this would be better:
1) No rares.
2) Number of defending players determinates how many off element cards you can use in your deck while defending:
1 defender - 4 cards
2 defenders - 8 cards
3 defenders - 10 cards
4 defenders - 12 cards
5 defenders - 13 cards
6 defenders - 14 cards
7+ defenders - 15 cards
3) Same goes for attackers.
To further restrict deckbuilding and make things a bit more interesting, I'd add some extra rules not based on the main team's performance. For instance:
4) Every support team member must choose a role at the start of War. Warriors must use at least 8 creatures in all their decks. Spellcasters must use at least 5 spells in all their decks. Smiths must use at least 4 non-pillar/pendulum permanents in all their decks.
...or something.