The round robin idea has some merit but needs to be tweaked. What I'm about to propose brings answers to the following problems:
Strength of scheduleTeams eliminated too earlyTeams hamstrung by an early couple losses, and a snowball effectSuicide decks, and a snowball effect for winning teamsThe "Who's at fault" dilemma when it comes to schedulingIt's simpler
Timeline: Before the War starts, teams of FIVE players are given time to build their vault of 180 cards including pillars. Max 12 cards for your element, 6 for others.
Scheduling each round (2 days): Each round, all five players of one element will play against the same element. Assignment of who plays who will be done randomly.
Warmaster will post the following template the last day of each round:
| Friday 6/25 | Saturday 6/26 | Sunday 6/27 |
Player 1 :Aether | | | |
Player 2 :Aether | | | |
Player 3 :Aether | | | |
Player 4 :Aether | | | |
Player 5 :Aether | | | |
Player 1 :Air | | | |
Player 2 :Air | | | |
Player 3 :Air | | | |
Player 4 :Air | | | |
Player 5 :Air | | | |
Someone from each team will have that day as well as the deckbuilding day to edit the table and publicly find a specific time to meet up with your opponent.
Deckbuilding (1 day): With five players, a smaller vault, and changed win/loss consequences (see below), we should be able to have decks posted to private forums in one day.
Play (3 days): Master gets six upped cards when not subbing. Other players never use upped cards. Winners salvage six cards. Losers do not lose cards.
Using the above schedule, it should be easier to meet for a best-of-three match. Subs can't salvage cards.
After play, winner posts the outcome but not decks or descriptions.
Penalties: Warmaster will check each deck posted on the private forums during the three days of matches. Any illegal deck results in that deck losing.
A 6-card penalty will be enforced for any of the following:
Failing to update the availability schedule in timeFailing to deckbuild in timeUsing an illegal deck (in addition to automatic loss)
Additionally, since we are not posting decks after playing, players are encouraged to PM Warmaster, telling him about opponents deck. Warmaster checks this against opponent's vault and if a discrepency can be corroborated that Team is disqualified from the War.
Playoffs: If Aether wins the majority of games against Air, they receive one point. At the end of play, each team will have a maximum of 11 points. If the four best teams tied at 8-3, these four teams play each other. For seeding purposes, number of cards will be used (180 + (game wins - penalties) * 6).
This makes the War 11*4 days, plus time for extensions, initial deckbuilding, and playoffs if necessary.