And I don't think it's to late to change this, it's not a much bigger change than a EC card.
At the risk of sounding dogmatic, it kind of is too late to change this, considering that all teams have built decks with the inclusion of pillars. This would set multiple teams back several days to rebuild the vault; we certainly don't want that considering how long this is dragging out already.
I think it's sad that any team can play any mono every round and that predicting becomes harder.+ the things spike said.
"Tinkerer makes mindgating harder" is a gross exaggeration. There are only so many tinkerer decks you can make with the limited amount of strong cards you can buy with the new market system. In fact, I can guarantee you most teams won't have more than 1 or 2 tinkerer decks that deviate from what they usually play. It's basically the same as the first few rounds of every War; nobody knows what to mindgate yet. That's why you see teams such as
go 5-1 in round 1 of last War, but sadly because of their element's lack of arsenal of useful tools, they were easily mindgated and beaten out. It's the same with tinkerer decks. Once the first three round or so passes, it's only a matter of mindgating
which team a particular team will send their tinkerer deck(s) against, just like any other non-tinkerer decks.
I don't like tinkerer as well. Not because it can be so powerful, but because it could kill war essence.
War is an event played by teams representing each element, where players have to exploit the strengths of each element, to exploit new original deck solutions, etc.
Tinkerer would kill this.
Let's make an example: has a sinergy with graboids, that are powerful creatures; but to use a graboid rush, has to use pendulums to respect the 50%-in element rule, forcing team to balance that deck.
In this war, a tinkerer would be able to use a mono , using just as mark.
An element able to use a monodeck of another element, imo is against war spirit.
It's something I'd like to avoid to see again in war.
Tinkerer imo allows certain teams to build really creative decks, not just monos. Normally I'd agree with you b/c mono Aethers are really darn annoying, but this War in particular they aren't going to be as detrimental, as there are tons of new deck possibilities to counter Dim Shields (just an example) with the addition of Shards. Meanwhile, teams can still build tinkerer decks as specific counters to certain decks. My team, for one, have utilized tinkerer to open up new possibilities that our element + the element(s) we borrow wouldn't be able to build otherwise without tinkerer. If you choose to build tinkerer decks like an
Grabbow as team
, that's your choice, but not every element will resort to such tactics or have the ability to do so.
An example of such a deck is this; my team decided against it as we didn't have enough points to buy it:
Hover over cards for details, click for permalink
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vg 4vg 4vg 4vj 4vj 4vj 4vj 592 592 5ia 5if 5p0 5p0 6u3 6u3 7ms 7ng 7oe 7tb 80h 8pr
This is only my 2
; please feel free to disagree. Just thought I'd defend tinkerer a little and make apparent of the merits and flavour it adds to War.