If your opponent has a great counter deck then it will be 3 quick battles anyway... or if he has a great and slow counter deck (eg. a deck-outer) you can always surrender after you see he didn't have a bad draw or something.
Anyway, I'd like to suggest a slight modification of the rules. With the rules as they are right now it's obviously recommended to make 30 card decks, so you lose less cards in case of defeat. It's not very harmful for most elements, as
and rainbow are the only ones that often benefit from larger decks...
Ok, we can make 30 card decks or make bigger decks and keep to the rule "Don't lose" ;P
But my solution would be to simply lose 30 randomly chosen cards from the losers deck, rather than the whole deck. This way the amount of cards lost in each round would be the same as with the current rules, but it would make slightly larger decks (eg. some stall decks) more useful in this war.
Yes, this is something I though about. Time with its extra drawing power is definitely at a disadvantage because of reasons you describe there.
However the randomly choosing which cards to lose would bring a new time-consuming step to this whole project which is not that great.
Maybe we could have a rule which says you lose non-Pillars first, or maybe you lose cards depending on their cost, high cost cards first.
I'll have to think about it.
The rule to lose 30 high-cost cards first is definitely better for big decks than losing all of the cards, but still in almost all cases after losing you would keep only pillars and you could only choose which pillars to keep. Thus with the current rules losing with a bigger deck is not worse in terms of 'army's hp' but it is still more painful in terms of cards lost, because you lose more non-pillars than you would if playing a 30 card deck.
Eg. 2 armies start with 360 cards.
Both armies have 120 pillars and 240 other cards.
Army 1 loses 6 battles with 30 card decks, it loses 6*30 cards and is left with 180 cards.
Army 1 is left with 60 pillars and 120 other cards.
Army 2 loses 6 battles with 60 card decks, it loses 6*30 cards and is left with 180 cards.
So far no difference
![Wink ;)](https://elementscommunity.org/forum/Smileys/solosmileys/wink.gif)
But, army 2 lost 180 non-pillar cards, so it is left with:
120 pillars, 60 other cards.
Army 1 can afford to lose 6 more times before it is eliminated.
Army 2 would be eliminated after losing with 2 more 60 card decks because it would be left with pillars only.
I'm only trying to prove that the solution to remove 30 most expensive cards solves the problem only partially, and I would still prefer a removal of 30 random cards.
And... to prove that it wouldn't take much much time to do, I've written a simple Java applet (took ma about half an hour) that does exactly that
![Wink ;)](https://elementscommunity.org/forum/Smileys/solosmileys/wink.gif)
Given a deck code and a number of cards to remove, it returns a deck code with that many cards randomly removed.
If it's not going to be used in this war, maybe it can be used in some other event.
DeckKillerApplet.zip contains a .jar file and .jnlp file needed to embed it in a web page and an example web page for anyone who wants to try it.
DeckKiller.jar is a stand alone executable jar.