Proposals should provide the following info:
Name
Event Type
Summary/Description
Min/Optimal/Max participants
Deckbuilding/Event Rules
Match/Challenge format
Rounds/phases/timeline
oEtG cardpool is the default. If proposing a legacy event, please specify that in your proposal.
PVP Events are generally categorized by: Tournament, League, Individual Event, Team Event. Events do not have to be PvP based. They can be deckbuilding challenges, questing, etc. PvP events will likely be the most common events, but non-PvP events may provide enjoyable 'downtime' from a heavier competitive atmosphere.
You may, instead of proposing event ideas, simply comment on the type of event(s) you would like to participate in. This includes replays of past events and/or adaptations of events that were held in flash/legacy elements.
There will be occasional player polls to determine interest and timing of future events.
Example:
Name: Tournament - New Kids on the Block
Type: PvP Tournament
Summary/Description: Players build decks with the new creatures of Oetg and the old spell and permanents of classic flash etg. There are two tourney brackets: one for newer players and one for veteran players.
Min/Optimal/Max participants: 5 minimum per bracket
Deckbuilding/Event Rules: Each non-pillar tourney card may be used in 2 game in a best of 5 match. Card usage resets for each new opponent played.
Match format: Round-robin, Best of 5
Rounds/phases/timeline: Single round over 7-10 days
Name: The Tortoise and the Hare
Type: PVP Tournament; semi-upgraded
Summary: Players sign-up for either the Tortoise or Hare Group. Sign-up order is honored. Each group must have a minimum of 4 participants. Tortoise group receive consistent upgrades each game of their Best-of-5 (Bo5) matches.
Tortoise may also use any card in the pool 2x per Bo5. Hare group start G1 with high upgrades and lose upgrades for each subsequent game in the Bo5.
Hare may use any card in the pool 1x per Bo5.Discord feedback:
-Tortoise is way stronger; rebalance upgrades
-Increase cardpool or few restrictions
-Remove card copy restrictions
Participants: 8-12; works best with two round-robin groups
Deckbuilding rules: TortoiseMay use any card from pool 2x per Bo5
G1. 11 upgrades
G2. 11 upgrades
G3. 11 upgrades
G4. 11 upgrades
G5. 11 upgrades
HareMay use any card from pool 1x per Bo5G1. 21 upgrades
G2. 15 upgrades
G3. 5 upgrades
G4. 1 upgrades
G5. 0 upgrades
Current card pool:

01ktb01kvq014vl01l0601kvs01kvu01kvd01l0101l2k01l2n01l3901l2j01l3701l2r01l5u01l6f0155s01l5l01l6901l6601l5o01l8u01l9201l980159m01l9d0158v01l9i01l8r01lbu01lc101lc201lc801lc401lct01lc901lcc01lcr01lfi01lfg01lfh01lfj01lfp01lf801lf201lim01lic01lih015j201lil015is01lj001lig01llg01llq01lle01llt01llb01llm01lln018pi

015lq015le015lo015lt015lb015lm015ln015lh015ot015pa015ov015p1015p5015p4015oo015or015s7015s9015sd015rl015s6015s0015sb015rs015us015v1015un015uq015ut015up015uu015vg015uv0162e0162g0161q0161u0162801627016250161v018pi
Matches: Bo5
Rounds/Timeline:R1 = Round robin; Tortoise group round robin; 9 days
R2 = Rank1 Tortoise faces Rank2 Hare; Rank1 Hare faces Rank 2 Tortoise; 2 days
R3 = 1st/2nd and 3rd/4th matches; possible to have 2 hare or 2 tortoise finalists; 2 days
Name: Nymphs, Shards, and Random cards
Type: PVP Tournament; unupgraded
Summary: Tournament featuring Nymphs and Shards
Participants: any
Deckbuilding rules: Current card pool:

014sg014sh014tb014td014vq014vl01506014vs014vu014vd015010152m0152k0152n01531015390152j015370152r0156a0155t015610156f0155l01569015660155o0158u01592015980159m0159d0158v0159i0158r015c5015c1015c8015c4015ct015c9015cc015cr015f3015fi015fg015fh015fo015fp015f8015fc015im015i8015ic015ih015j2015il015is015j0015j1018pi

015lq015le015lo015lt015lb015lm015ln015lh015ot015pa015ov015p1015p5015p4015oo015or015s7015s9015sd015rl015s6015s0015sb015rs015us015v1015un015uq015ut015up015uu015vg015uv0162e0162g0161q0161u0162801627016250161v018pi
No other deckbuilding restrictions besides card pool
Matches: Bo5
Rounds/Timeline: Scale to participants
Name:Mages' Surprise Party
Type: PVP Tournament; unupgraded
Summary: Several Mages (Mage decks that is) are throwing a surprise beach party for the Queen (also a Mage deck). Oh, by the way, you're invited to the exclusive party, too! Tournament cardpool are composed of the cards from these combined mage decks: Beach, Candle, Confectionist, Crew, Eater, Ethereal, Fat Cat, Guru, Jester, Queen, Wall, Weight
Participants: any
Deckbuilding rules: Current card pool:

014sh014tb014vv014vi014vj01507014vq01504014vh014vl01506014vm014vo0152m0152l0152n01531015390152r0153a01563015640155t0155p01561015620156d0155m0155r0155s015650155o0158t015990158u015920158v0158q0159b015c5015bu015c2015c8015cj015c4015c7015ci015cu015c6015cr015c3015fl015fi015fp015fc018pr

015lc015lo015m0015lm015ln015ll015m3015lk015la015li015ok015p4015oj015rr015s7015rp015s1015s0015vf015ur015v1015um015vj015uq015vb015ut015up015uo015uv015vl0161q0161u01620016270161t0162301625018pr
Only card not invited was fractal. The mages wanted to keep out doppelganger party crashers. More cake for the elite!
Matches: Bo5
Rounds/Timeline: Scale to participants
Name: Open Olympics
Type: Blended PvP and Deckbuilding Challenges
Summary: Participants represent a home country (one of the 12 elements) and compete in a range of PvP events (Combat Sports) and Deckbuilding Challenges (Skill sports -- think Archery). Players complete for rankings both for individual and country glory.
Participants: any
Deckbuilding rules: Each event will have its own rules, but generally have a %in-element requirement. Brainstorm of a few ideas:
Sprint (Deckbuilding challenge)
a. Objective: beat the host-AI with the fewest Turns to win
b. 3 attempts vs. Host-AI
c. Players tied with fastest TTW will be broken by average TTW of 3 attempts
Gladatorial Golf (PvP)
a. Objective: beat your opponent on damage quickly, but with as few strokes as possible at time of win
b. Each attack is a ‘stroke”
Examples:
1. If 3 creatures attack once each, that’s 3 strokes
2. Playing a weapon, animating, and catapulting it all in one turn = 1 stroke
3. Playing a creature and sundial on the same turn = no stroke
4. Playing a creature and freezing it on the same turn = no stroke
Matches: Varied
Rounds/Timeline: Typically 1 PVP and 1 Deckbuilding challenge a week over 4 weeks
Name: Top Squad
Type: Individual PvP Event
Summary: Players select 3 'Classes' from 8 options to form their 'Squad'. Find the right squad (mixture of classes and decks) to vanquish your foes.
Participants: any
Deckbuilding rules:Choosing ClassesPlayers select 3 of 8 classes for the entirety of the event.
(https://i.imgur.com/YtBuBvX.png)
(https://i.imgur.com/E0qSFjz.png)
Deckbuilding Rules1. 0 base deck upgrades
2. When building decks with in-class cards, receive 1 deck upgrade for each in-class card in deck
3. When building decks with off-class cards, reduce 2 deck upgrades for each off-class card in deck
4. When buildings decks with neutral cards (not associated with any class), deck upgrades are not affected
5. For each game played, one of the three classes for each player is designated for that game
6. Decks must have a minimum of 4 in-class cards
7. Upgrades may be used for any cards in decks and not just in-class cards
8. Players can access
any card for
any deck. There are obvious incentives and disincentives for specific cards as related to class.
Duel Rules1. Duels are 9 games
2. Each of Player A's three classes will be matched against Player B's three classes once
Example:
Player A - Vanguard, Defender, and Medic
Player B - Defender, Hunter, and Mage
1. Player A Vanguard vs. Player B Defender
2. Player A Vanguard vs. Player B Hunter
3. Player A Vanguard vs. Player B Mage
4. Player A Defender vs. Player B Defender
5. Player A Defender vs. Player B Hunter
and so on..
Matches: 9 game matches
Rounds/Timeline: Scale to participants
Name: Siege
Type: PVP Team Event
Summary: There's a fortress. There's a team that defends the fortress. There's another team that attacks the fortress. Why Can't they just get along, trade, share resources and both thrive? Because human frustrated. The fortress will have various "objectives" - places that teams try to take control of for strategic benefit (i.e. Main Gate or East Tower or Disco Hall).
Participants: Minimum 12
Deckbuilding rules: Generally, defenders get specific card resources and deckbuilding (i.e. upgrades) advantages while attackers get more 'soldier resources' (larger card vault). Attackers generally will have less power (upgrades) but more soldiers they can expend, meaning they don't need as high of a W/L ratio as defenders, but attrition will set in. Losing objectives becomes increasingly troublesome for defenders as it allows attackers to gain strategic and deckbuilding advantages. Teams can heavily guard certain objectives or spread resources around evenly
Matches: Varied depending on objectives
Rounds/Timeline: Likely 5-7 rounds
Name: Labyrinth
Type: Team questing;
Summary: Your team of adventurers has been hired to secure a valuable artifact, located in a Labyrinth. A game master will narrate your journey. Players will consult one another and make group and individual decisions.
Participants: 3-6
Event rules: Players first select classes, which have card restrictions, select a card pool, and build decks from said cardpool to face unknown challenges as they progress through the mission. Players will be advised during a planning phase and build their characters, cards, decks, etc., Later on, they will sync for a questing phase.
Matches: depend on the challenges faced
Rounds/Timeline: Planning phase will be about a weeklong. The questing phase is intended to be a single instance, synchronous event about 2 hours long.
Tour de Elements
Event planned by: asdw152 and Septima Rhay
Players race through a 5-stage course featuring challenging terrain. The player finishing with the most accrued points is declared the winner. Players choose a ‘vehicle’ to race with, which is 1 of the 12 elements. Players gain access to all cards of that element for every stage. In addition to your vehicle, players choose 2 to 3 ‘fuels’ per stage. Fuels are the remaining elements not including your vehicle element. Fuels give players access to the cards of those elements for that stage only. Once a fuel is used up in a stage, players will no longer be able to use that fuel type (cards from that element) in future stages.
Players will be randomly paired with 2 opponents per stage. Players have a 5-game-match with each of these opponents (not best of five; 10 games total for stage). Stages have two phases: prep and matches.
1-day Prep Phase (resting)
Match pairings will be posted at the start of the prep phase. For each stage, players choose 2 to 3 ‘fuels’, meaning they have access to those elements’ cards for deckbuilding in addition to their vehicle element and chroma cards. In Stages 1 through 4, players select 2 fuels for each stage. For stage 5, players select 3 fuels. Once a stage is over, fuels from that stage are exhausted; players may no longer use cards from these elements for the remainder of the event; this includes the pillar and pendulum and mark cards for those elements. Fuel choices are made public at the end of the prep phase. Players missing the deadline will have fuels randomly chosen for them by the event host.
6-day Match Phase (racing)
Players earn points by winning games; points accrue throughout the event and are only tallied at the end of a stage. The player with most accrued points at the end of Stage 5 will be declared the winner.
Points structure by stage:
Stage 1 - 5 points per game win
Stage 2 - 6 points per game win
Stage 3 - 6 points per game win
Stage 4 - 7 points per game win
Stage 5 - 7 points per game win
Deckbuilding Rules: applies to every stage
Vehicle Rule: At least 40% of the cards in your decks must be from your vehicle element
Mono Rule: for each 5-game match, players are limited to playing a mono deck once; if a deck has only cards from (1) your vehicle element and (2) chroma, it will count as a mono deck.
Fuel Selection Rule: For each stage, players choose two or three elements during the prep phase. The fuels cannot be from the vehicle element. Once a fuel is used in a stage, it is exhausted and may not be used in future stages.
Fuel Use Rule: players must use their fuels in each match for that stage. For a fuel to be used, players must use at least 8 non-pillar/pendulum/mark cards over a 5 game match.
Drafting Rule: Starting with Stage 2, players who have fewer total points than an opponent gain a ‘Drafting boost’ and receive 2+ deck upgrades in their match with that opponent. Total points are only calculated at the end of stages.
Banned card: Regrade is banned for this event
Chroma access: players always have access to chroma cards, except regrade; chroma cards do not count as 'in-element' for the purpose of meeting the 40% vehicle rule
Base Deck upgrades: each stage will specify the upgrade rules.
Upgrade stacking: base upgrades, drafting upgrades, and any stage upgrades stack additively
The Route: Stage descriptions and stage-specific deckbuilding rules; general deck-building rules apply in all stages
Stage 1Proving Grounds ---> Mount Plasma
Racers begin the Tour de Elements at low elevation at the familiar Proving Grounds. They’ll labor up the steep roads towards Mount Plasma’s apex.
Players select two fuels for this stage
Players receive 8 base upgrades for this stage Stage 2Mount Plasma ---> Anseri Marshes
After the arduous climb up Mount plasma, players descend the mountainside with incredible speed towards the Anseri Marshes.
Players select two fuels for this stage
Players receive 25 base upgrades for this stage Stage 3Anseri Marshes ---> Yellow Desert
Players struggle through the Anseri marshes to the Yellow Desert. Players should plan to carry fewer resources, otherwise the additional weight may be too much of a burden.
Players select two fuels for this stage
Players receive 0 base upgrades for this stage
Max deck size is 32Stage 4Yellow Desert ---> Matrix City
The harsh, minimalist environment of the Yellow Desert is sure to wear down even the most durable racers. Players are advised to carry additional resources (cards) to ensure safe crossing of the dangerous desert.
Players select two fuels for this stage
Players receive 0 base upgrades for this stage
Resource boost: Receive two deck upgrades for each card in your deck beyond the 30 card minimum 30 card deck = 0 deck upgrades
31 card deck = 2 deck upgrade
40 card deck = 20 deck upgrades
45 card deck = 30 deck upgrades
50 card deck = 40 deck upgrades
60 card deck = 60 deck upgrades
Base upgrades, Drafting boosts, and Resource boosts stack additively
Stage 5Matrix City
The Tour de Elements finishes its final stage in the modern and stylish Matrix City. Good luck, racers, on your final push towards victory!
Players select three fuels for this stage
Players receive 15 base upgrades for this stage
Oh, hey, I just noticed this topic. I was wondering about sharing some ideas...
Triple Play is a deckbuilding tournament, a PvP event, and a little bit of silliness all thrown in together.
Any number of participants >2 will technically be viable, but of course, the more the merrier!
Deckbuilding/Event Rules should be fairly simple. Probably something like, 'for every 3 cards in the deck, allow 1 upped'?
Rounds/phases/timeline
As written, Triple Play is designed for one round - one deckbuilding/prep phase, possibly overlapping with sign-ups, and then one phase where all the battles, etc. take place. However, it could be expanded to have any number of rounds - perhaps with different deckbuilding rules for each. Whatever standard timing is should work, a week or two each for deckbuilding/signups and battle/voting.
Match/Challenge format
Part 1: deckbuilding - Each participant submits a deck and its name by PM to the host, who will then post the decks and deck names at the start of the battle phase. The decks will be hidden from the public until the beginning of the battle phase to prevent anyone from waiting to enter and then composing a specific counter for early joiners' decks.
Part 2: battle - Each player faces off against the other players round robin-style in a best of x where x is the number of participants. Only decks submitted to the tournament are acceptable, and each deck can only be used once per opponent, so that each player battles each other player with each of the decks.
Part 3: nomenclature - Concurrently with part 2, the host will put up a poll for which deck has the coolest name. All members of the community are allowed to vote for their favourites (because I don't know if it's possible to ban the participants, depending on how forum polls work).
Each of the three challenges will be scored separately, meaning there will be three sets of winners.
-Deckbuilder's tourney: each deck is scored as [battles won excluding "mirror matches" against the same deck] / [battles fought excluding "mirror matches" against the same deck].
-PvP tourney: standard round robin tournament scoring.
-nomenclature tourney: scored by poll. Whichever deck gets the most community votes wins. ((This is clearly the most important of the three. :P))
The Silly Season PvP tourney is a tournament where winning is not the goal. These events are focused on winning conditions that are not "defeat the opponent".
Any number of participants >2 will be viable, but of course, the more the merrier!
Deckbuilding/Event Rules vary a little from round to round, but should have a consistent baseline. I don't care if that baseline is upped, unupped, or semi.
Rounds/phases/timeline
I have five rounds tentatively planned out, but some could use some work.
-Whoever has the most creatures in play when the match ends, regardless of who wins/loses, wins.
- First to play one non-PPM card of each element (excluding chroma) wins. Cards that cost chroma or nothing do not count, even if they're in an element (e.g. luciferin). "Since Schrödinger's cat knocked the Mark of Chroma off the shelf while asdw was setting up the Twelve Lives tournament, we need some help to put it back together."
- The player with the single largest creature in play when the duel ends wins. Reverse time, eternity, unsummon, chaos seed, chaos mantle, and prolly also chaos seed 2.0/pande3.0 are banned to prevent undoing all the buffs in the penultimate ply and being cheap.
- The player with the single largest stack of pillars/pendulums wins. Georresonator banned, because otherwise it's a geodiss-off. Alternate: most total quanta at the end without using georesonator? I'm not sure how to phrase this to encourage a diversity of strategies. Brainstorming/suggestions welcome.
-"No Kill Like..." OTK decks only. Best out of five, plus whoever does the most damage in a single ply wins a bonus point. This one technically involves defeating the opponent, but the goal is to see how much overkill damage can be achieved, so... perhaps we can come up with a modification using custom mode - perhaps, putting in an AI with all pillars so both players can fire off their combo without worrying about their own deaths? That way, the winner is the one who achieves the most single-ply damage, with no timer. Brainstorming/suggestions welcome.
Match format
Round robin. Five rounds (plus or minus others' ideas).