I'd like to kick off an Extended constructed season (+ possibly EDH or something similar alongside it).
But we have to solve this problem:
- Bob loses his first three matches, including one to Jim
- Jim is 3 points ahead of Sue who has not played Bob
- Bob is sick of his deck, has no hope, and won't play Sue
I thought about various things:
1. Forget the "pick up games" style of previous leagues and run a knockout tournament with explicit pairings at each round.
2. Refuse entry to the next season to those that don't play at least X% of their games.
3. Introduce "divisions" and relegate those that don't play enough matches at the end of each season.
4. Introduce a "formal challenge" where you can give three Games Club nights to your opponent and if they don't play you on one of those you get the points (this is pretty much a jazzed up version of allowing concessions).
5. Allow deck changes during a season. Either X cards or change-your-sideboard or one or more complete changes of deck
But I didn't really like any of them. Maybe (5) but if you are 0-3 or 0-4 before you think "hmm I need to change my deck" the incentive to battle with your new deck is fairly low.
The attributes I want to preserve:
- It's relatively easy to get a game.
- There is a ranking of players at the end of the tournament that produces 1st, 2nd, 3rd at least.
- All players are encouraged to play matches not hide from them.
This got me looking at "ladder" competitions.
The classic ladder is one where the winner swaps place with the loser. But there is no incentive in this system to play if you are the player higher up the table.
People have thought about this before.
Leapfrog System
Two players play. If the higher-ranked player wins, they get 3 points. If the lower-ranked player wins their points total becomes the higher-ranked player's total + 3. The loser gets 2 points if they won a game, or 1 point otherwise.
You can only "leapfrog" once per day. At the end of each day your best possible leapfrog is applied plus any other points earned.
The potential benefits here are:
- Lots of matches will be played (playing and losing is better than not playing).
- But a single win can put you top of the league (its never hopeless).
- But you cannot rest on your laurels as you will surely be overtaken.
- Players can potentially be allowed to play each other more than once (although there will have to be a limit otherwise two players could just team up and play each other off into the stratosphere and then refuse to play anyone else).
A complete worked example using the last constructed league
This example is bogus because instead of games drying up at the end, those in 2nd, 3rd, 4th would be trying to play anyone they could to try and catch 1st place while 1st place waits to see if anyone will catch him and then scrabbling around for a game once it has happened. But of course if any of these near-winners loses one of these matches this puts someone else right back in it. Exciting!
But, also, possibly, flawed. Is the best strategy to do nothing then play high-ranked players on the very last day of the tournament? Is it impossible for you to win the tournament if you don't play on the last day? Its certainly impossible for you to win the tournament if you don't win your last match, which is quite swingy. Mills finishes 6th in the example with his 7-1 record because he didn't play much at the death. But perhaps that is OK? We want to encourage playing, after all. And he would have had more potential opponents if we allow playing each other player once a week or something similar.
Perhaps we can mitigate this by limiting matches per week, matches per day, or something similar. Perhaps it doesn't matter because it's exciting and if you miss out there's always next season.
I also think that there's something to be said for Steve's suggestion of a knockout between the highest 4 ranked players (1 v 4, 2 v 3, then a final between the winners) regardless of how we generate the rankings.
Perhaps the secret is to have a completely open-ended leapfrog system for every format going. "Hey Bob, want to play an Extended ladder game?", "Sure, and let's play a Vintage ladder game after", "Great". There are monthly winners (top on the 1st of the month) or a monthly Top 4 play off and possibly prizes for that, but the ladder keeps rolling on forever.
There's the germ of something very good in the leapfrog system in that it solves a lot of our problems. I'm interested in what you guys think before I decide on a final format. Can you spot fatal flaws? Are you completely turned off by the extra complexity of the leapfrog system? Have you got a great insight that will improve any of these ideas? Does any of this solve the problem of hating your deck after 2 matches? Whaddyathink?