One of the things that you guys have miss out with Boosts are the old ECs which gave a new role to work with. I have a few ideas for them, and other ECs too:
You could implement extra roles as another Soldier boost, or perhaps as a fixed position. Maybe make them temporary replacements/boosts for Lt, giving a better chance to teams with less than full rosters?
EC: Pioneer/Buccaneer - "Will you embark on a grand quest to discover a relic to turn the tide of war? Or perhaps switch to the other side of the Law to steal from the enemy?"
Pioneer: 3/6 card sideboard. If you win, gain 3 relics.
Buccaneer: 3/6 card sideboard. If you win, increase Salvage by 5 and decrease Discard by 5.
EC: Antificier - "The ability to make the most off scraps is crucial to win any battle."
Antificier: May use upto 6 cards which are being discarded from previous rounds. These are treated as virtual cards, like pillars.
EC: Arena Warfare - "In the midst of war, no land remains sacred. The carnage has now spilled to the hallowed Arena grounds, as the warriors harness the powers within the Colosseum."
Replace soldier boosts with the following amplified ones:
Bronze: You may use a 15 card sideboard.
Silver: You may build a deck with no elemental restrictions. If you win, you may salvage from your own deck.
Gold: If you win, gain 2 relics for each game win you have more than game losses (3-0=6 relics, 3-1=4 relics and 3-2= 2 relics)
Platinum: You may use up to 10 more upgrades. For each game you lose, increase your discards by 3.
EC: Two fronts - "All was quite on the Western Front. All hell broke lose on the others tho."
This was originally a one-player role, but it could be two player too. It'd be harder to implement, but imagine the awesomeness of co-op udeling in War!
Two fronts: You may use two decks. Chose any one of the deck to play before each game.
(From here on be ECs without new roles, but still interesting for standard)
EC: City of Alchemy
After this round, you may transmute into any element at a 1:1 ratio. (Helps war recovery without slowing down war!)
EC: Ominous Ruins
You may transmute your salvage into relics at a 1:1 ratio. Discards are increased to 20.
EC: Pitched Warfare (This is mathematically balanced, but still introduces an interesting dynamic to the matches)
During a match, the team higher in standings may restart the first game if they chose to do so. The team lower in standings may chose to restart one game if they have lost 2-3. (The theme is, the team higher up in standings gets the wing and ground advantage before the battle. But if it's a closely contested battle, the sense of heroics rise in lower team and they get a second win to drive enemy back).
EC: Trench Warfare
If a game ends before 8 turns, increase Salvage by 2. If a game ends after 20 turns, increase Discards by 3. (A fast end to trench warfare boosts soldier morale, but if it drags on a lot of lives will be lost of the conditions in the Trench)
EC: Siege Warfare
During a match, the team higher in standings may use a sideboard of upto 3 cards. The team lower in standings may use upto 2 extra upgrades. (During a siege, attackers amass a stronger force but defenders have the versatility of the Castle)
Hope these can give some ideas for ECs, in this war or future ones!
btw, this war we've had a few ECs that couldn't fully explain their effect within the Card itself. So one had to read the text to really get the card. Why no make this the standard for every EC? The card could include flavor text, and the explaination of EC's effect would be given clearly below.