If you are willing to look at the elements cards (which we did in the first war and what you were against in that other thread where we basically discussed the very same issue) to determine how many games team can play, then why not just look at the element cards and determine how many games team can play? Fun sentence, right?
In other words, seed only so many names that team can field LEGAL decks for. Just like we did in the first war. Put rules on discarding/converting instead, so you dont get discards of main element cards, and voila - no illegal decks. The only "suicide" decks from that point would be huge decks that hurt deckbuilding of other decks.
Like I told you in the other thread, those rules are horribly abusable. I just get rid of all of my on-element cards down to 29, then with those and the remaining off-element cards, I just stall forever. Starting with 240 of each, I lose all of the off-element cards in 3 rounds, and have 264 cards left. With those cards, I just build decks such that I can convert any on element losses back into the deck, which can be done for another 8 rounds at least. So I've now managed to last for 11 rounds,
and I never won a single match.
If you make rules about what I can discard, you only slow the process down a little bit, until you get to the point where I have no choice about what I discard (which is generally where you would start to get limited in your own elements cards anyway). To avoid this, you would also have to add rules about what decks I was allowed to field in the first place, which doesn't sound at all desirable.
There is absolutely NOTHING good about 1) forcing illegal decks, and then 2) telling teams who they can and who they cannot suicide against.
1) Like I said, unless conversion becomes completely unlimited, there will
always be suicide decks.
2) You don't think that it's just a
tad unfair that out of the 5 suicides so far this war, death has received 4 of them?