A note on market prices: the values were based on the cards' power in use by _all_ teams.
For cards like Wyrms, or Gargoyles, or Phoenixes, or Mummies, or Chargers, etc, their price is still dependent on the performance of one team in the previous war.
On Tinkerer: estimate of power the role would've had if it was only "Pends count as in element" rather than Pillars? The real motive behind wanting pends to count is so we can have trio decks such as grabghostmare (mark of time, earth pends, darkness pends)
I agree with others here - forcing Tinkerer decks to use 7 or 8 in element cards would let teams build trio decks if they wanted to, and stop Teams running near mono decks of other elements.
One thing I forgot to mention in my previous post is the bye rule. Right now, the team ranked in 1st place gets a bye before others. I feel like byes would have much less impact on the final result of war if byes went to the last place team before others.
-I love the market but yeah some prices needs to be adjust for fairness over other cards, from the results of this war as well, but also in an element global cost as a whole too aka gravity was too cheap and light too pricey, so maybe adjust some cards that we're only (or almost) use by it's own element. For instance, archangel price going down a bit would likely not affect other teams as they won't pick it anyway but it's great for light. Also, not only ratio of wins it has but maybe how much it was used might affect the price? For example, salvaging novas are so easy because it's in every team vault, if you upped it's price (10-25%) because it is always tempting to have, some teams will pass and we will see new cards and decks! Of course, don't put it too high and make decks unplayable though!
- You can't give bye to last place team as it will likely mean the team that deserve to finish last will gain a few spots before dying and a team may want to lose the last match in a round to get a bye... On the other hand, having a bye by 1st place when it is supposed to play 5 decks and other teams only plays a few is perfectly fine, but otherwise it will just increase the lead they have. Maybe a simple rng (keeping the fact you can't have a bye twice unless all teams still alive did)? Also, a bye could come with some small penalty to make it less appealing such as you get no salvage from one of ure wins, you discard 4 cards from ure vault (you're choice), etc. Remember that while this ain't such fun to remove a few cards from vault, it is still way less risky then having 50% to lose a deck (which is what happen when we are at the stage of byes).
Also, for the discard part.. As some teams gets destroyed when they lose with a deck, I would suggest keeping discard at 15 from the deck at later rounds, but make it a total of 18... aka 15 from the deck and 3 from the vault (or the rest of the deck if you prefer). It can even start at 1 from the vault in rd 1, 2 in rd 2 and 3 in the other rounds. For the most part it means removing spare parts you no longer can/want to use and also helps teams saving key cards.
**Also important, something that wasn't taken care of this war, some teams gets juicy savage (from own element) all the time and some never do. Aka, few people use cards from life but it is also true of a few other elements as well, who would sent light stall to beat light? Salvage should be: If you didn't face any in-element card (face not beat), you can switch up to 4 cards from a salvage to in elements cards (excluding shards?). You wouldn't need to transmute for it and be penalized cause your'e element doesn't mesh well with others or isn't tempting to be sent against you. I think this would help a bit all the teams that have fared poorly this war.
And also agree on afda on auction.. it's great but don't try to get everyone in as it makes crazy prices for average players and we always might get stuck with not enough people in the end which would prevent the whole event from starting for a while.