oEtG Forum

Affinity

Septima Rhay

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Event: Affinity


art by: sael

Players sign up and announce their chosen affinity from:

1.   Chroma :chroma
a.   6 upgrades in deckbuilding
b.   Deck may contain up to 50% of a single element

2.   Cardinal  :aether :entropy :gravity :time
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Cardinal elements {Aether, Entropy, Gravity, and Time} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

3.   Material  :air :earth :fire :water
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Material elements {Air, Earth, Fire, and Water} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

4.   Spiritual  :darkness :death :life :light
a.   15 upgrades in deckbuilding when 100% cards in deck are "in-element"
b.     In-element cards are from Spiritual elements {Darkness, Death, Life, and Light} and Chroma cards
c.      Lose 2 deck upgrades per card that is off-element (i.e. 30 card deck with 7 off-element cards will be reduced to 1 deck upgrade)

5.   One of the 12 elements  :entropy :death :gravity :earth :life :fire :water :light :air :time :darkness :aether
a.   12 upgrades in deckbuilding
b.   Minimum 50% cards in deck must be in-element
c.     Chroma cards do not count as in-element

Other deckbuilding notes
a. Any mark may be used
b. Players have default 5 minutes in between games unless otherwise agreed between both opponents

Bans
Players choose 3 cards that are banned from ALL opponents’ decks during matches against them unless the opponent protected the banned card; cannot ban a pillar or pendulum; event organizer will post bans publicly after sign-ups are over

Protections
Players choose 1 card that is protected from ALL opponents' declared bans; event organizer will post protections publicly after sign-ups are over

Examples of Legal and Illegal Decks
Spoiler for Example Decks:

Affinity: Spiritual
Protection: Nightmare
Opponent: Fire {Bans Mirror Shield, Fractal, and Innovation}
100% from spirituality elements?  Yes. Note that the Chroma cards, quantum pillar and tower count as in-element for quad players.
Any banned cards in deck?  No
No more than 15 upgrades?  Confirmed. Chroma cards are in-element and allow full 15 upgrades for quad players.
Deck is LEGAL


Affinity: Spiritual
Protection: Bone Wall
Opponent: Cardinal {Bans Shard of Divinity, Steal, and Adrenaline}
100% from spirituality elements?  No.
Are upgrades accurately reduced for each off-element card in deck? No.  There are 5 off-element cards in the deck, so 10 reduced upgrades.  There should be a max of 5 upgraded cards in the deck.
Any banned cards in the deck?  No.  Even though Poison is banned, Arsenic and other poisonous effect cards may be used. The specific death card, poison, is banned for this match.
No more than 15 upgrades?  Confirmed. 
Deck is ILLEGAL


Affinity: Entropy
Protection: Discord
Opponent: Chroma {Bans Black Hole, Miracle, and Shard of Freedom}
At least 50% from Entropy?  No, unfortunately, only 14/30 (46.7%) cards in deck are from entropy. Chromas cards are not in-element for mono affinities. Even if SoSe gives you enough Entropy cards so you end up playing more than 50% entropy cards, it is still illegal.  Must start with 50% entropy cards in deck build.
Any banned cards in the deck?  No.  However, note if Shard of Serendipity gives you any of the opponent's banned cards, you MAY play them (and perhaps note after the game it came from SoSe).
No more than 12 upgrades? Confirmed.  If your opponent notices more than 15 upgrades, note that you are playing SoSe.
Deck is ILLEGAL


Affinity: Earth
Protection: Earthquake
Opponent: Time {Bans Fire Bolt, Sapphire Charger, and Earthquake)
At least 50% from Earth?  Yes, 38/50 (76%) cards in deck are from Earth
Any banned cards in the deck? Yes -- Earth quake, however, your protection allows you to play it anyway
No more than 12 upgrades?  Confirmed.
Deck is LEGAL

Matches
Open rounds– 6 game matches with 3 assigned opponents (18 total games); top 4 players in game wins advances to playoff; 2 weeks to complete all matches; decks played are to be posted after the entire round is over

Semifinal round – Best of 9 game match
Semifinalists may add 2 bans and 1 additional protection; decks played are to be posted after the entire round is done

Final round – Best of 11 game match
Finalists may add 2 bans and 1 additional protection; decks played are to be posted after the entire round is done
Losers of the Semifinal round will also play a Bo11 to determine 3rd/4th place.

After Matches
After a match, post results as a new thread in respective round board but do not post decks used.  Instead, save deck codes and post along with match results after the round ends for all participants.

Breaking ties
If 2 or multiple players tie after open round, we'll break the ties in the following order
1. Player with better head-to-head record
2. If still tied, player with best Win-Tie-Loss stats (2-0-1 beats 1-2-0)
3. If still tied, we go to combined wins of tied player's opponents' wins (strength of schedule)

Prizes

1st: 1 mark code, 12k gold
2nd: 12k gold
3rd: 6k gold
4th: 3k gold
5-8th: 1k gold
« Last Edit: June 26, 2020, 05:58:52 pm by Septima Rhay »


serprex

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Quads should be "no more than 60%" (60% of 30 is 18)

No need to nerf monos

Conflict of interest: I'm a material girl
« Last Edit: May 22, 2020, 04:41:49 pm by serprex »



Septima Rhay

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A few significant changes to the rules were made in an effort to balance the options.  Players with quad affinities get an upgrade boost from 10 -> 15, but must now be 100% from the quad elements.  Quad affinities may venture into non-quad elements but at a steep cost to deck upgrades (-2 ups per card out of the quad elements).  Monos have been reduced from 15 to 12 ups.


serprex

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Prizes
1st: 1 mark code, 12k gold
2nd: 12k gold
3rd: 6k gold
4th: 3k gold
5-8th: 1k gold


Septima Rhay

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Info on tiebreaking procedure has been added in original post. Match format for semi/final clarified as Best of X.  Semifinalist losers play for 3rd/4th place.
« Last Edit: June 26, 2020, 06:00:06 pm by Septima Rhay »


Septima Rhay

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Balance considerations for Affinity II.  Will add others feedback to this thread if they provide it.

-Swiss groups format; double check tiebreaking procedure; get feedback on # of games/matches structure
-Consider whether a later round protection will still supersede another player's earlier round ban; especially important for Chroma/BH
-Slight buff to chroma; 7 upgrades or additional ban before R1
-Monos seem ok
-Quads players may need an incentivized upgrade structure for quad decks; feels off that they can make a better mono than the mono element player

Quad monos - 10 upgrades
Quad duos - 13 upgrades
Quad trios - 16 upgrades
Quad - 16 upgrades
Chroma cards would have a neutral effect on deck type
Minimum 4 cards from 2nd element to qualify as duo
Minimum 3 cards from 2nd/3rd elements to qualify as trio
Minimum 1 card from four elements to qualify as quad
When using off-element cards (-2 ups per card), the deck upgrades would be based on the in-element cards in deck
example:  Cardinal plays 28 time cards and 2 life cards will be 10 upgrades - 4 = 6 ups
example: Cardinal play 13 time cards, 16 aether cards, and 1 light card will be 13-2 = 11 ups

Another take on quads is trading some power (ups) for flexibility (say -1 up for off-element card as opposed to -2).

Quad players were more limited than elemental affinities. Having higher upped monos was fine, quads end up being the faster rush anyways
« Last Edit: August 22, 2020, 01:15:10 am by Septima Rhay »


serprex

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Quad players were more limited than elemental affinities. Having higher upped monos was fine, quads end up being the faster rush anyways