SpoilsI'll have to agree, I don't like this spoils system much. One of the things I loved about War 6 was that the only way you could lose was by your own doing: losing matches. At any point you could make a comeback, your fate was in your hands. It wasn't over until it was over.
This war a number of teams knew they were very likely going out a while before the round 8 deadline. Major props to them for staying motivated, but I know that if I was on one of those teams it would take the fun out of war. I don't want that.
Going out like this also seems somewhat anticlimactic. I feel like someone clicked their fingers and just like that we went from a strong position to out of war. It doesn't seem like a dignified ending for us and other teams that went a long way and put a lot of effort in. It's like us saying, oh, we've won a few less times than other teams, lets give up. Yes, I know it's not exactly like that, but that's how I feel I've been forced to act by these rules.
SupportI suspect I might be alone in the community on this, but I for one missed support hugely. Because there's a bit less pressure to win these games and you don't have to use each deck you play multiple times we got to see more variety than in standard war games. Personally, I liked seeing decks that would never normally be played in war. Some examples:
Spoiler for Entropy - Life Stall:
Hover over cards for details, click for permalink
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vn 4vn 4vn 4vn 4vn 4vn 4vp 4vp 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5c2 5c2 5c2 5c2 5c2 5c2 5c4 5c4 5c4 5c4 8pn
Used vs Aether.
Spoiler for Entropy - Toadbow:
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4ve 4ve 4vh 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 50u 50u 50u 50u 50u 50u 50u 50u 55t 595 5ie 5ie 5ie 5ie 5ie 5ie 5if 5if 5rk 8pp
Okay, so there's a little Entropy bias
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Guess which team I was on.
Spoiler for Air - Ghostmare:
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5oc 5oc 5oc 5oc 5of 5of 5of 5on 5on 5on 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5rk 5rk 5ru 5ru 5ru 5ru 5ru 5uu 5v1 5v1 5v1 606 606 606 606 606 606 8ps
Obligatory mention. This thing won multiple times, and is much stronger than it looks.
I also think that support is a much better way to implement relics into war than what we had this year. The current relic system felt to me like it was just there because the WMs didn't want to see them go.
Conversions/TransmutationsAfter R3 playing 6 decks and going 3-3 meant you lost a total of ~80 cards, and gained ~60. This isn't a huge problem until you consider that the majority of cards being discarded are in-element, and the majority of cards being salvaged are out-of-element.
With the limited conversions and transmutation, teams were unable to get back the in-element cards they were losing. This pushed teams that weren't at the 'lose a game, lose a player' stage towards suicide decks due to lack of in-element cards. This, for me, should be a last resort and not something the rules prod you into doing.
Ideally I'd want unlimited conversion rule, and a transmutation rule that wasn't nearly as restrictive as this wars. For a more thought out view on this than my tired old mind can produce see TorBs post
here.
Round LengthPersonally, I'd like deck building to last a couple of days longer. It's a huge amount of work to be crammed into 2-4 days. A big thank you to kdz for listening to the community on this the last few rounds.