With tournaments, finally, largely fixed, I hope SE tends to other matters in Triple Triad that really need addressing.

First, deckbuilding. Problem 1 - right now there's no reason to ever play a 1, 2 or 4 star card. Problem 2 - the 'tiers' you need to unlock before you're allowed to have a competent deck are kind of unnecessary and only serve to keep people new to TT from dipping their toes in the water.

There are a number of ways to do this, but I think the most elegant fix is to change the deckbuilding rule to a point total restriction - that is, you're allowed to have up to 16 "star points" worth of cards in your deck, and how you get there is up to you. 15 may be a better number, maaaybe 17 but I like 16 overall.

And then ideally abolish the tiers outright. But, if SE really wanted to, they could have the max point total scale per tier to retain the system, i.e. 10-13-16 or some such.

Secondly, drop rates are still a problem. TT is, ultimately, a fun side endeavor. Tournaments now give some non-collector's incentive to gather cards, but the grind time required doesn't line up with the nature of the reward - there are relic steps that take less time than getting some 5-stars to drop does.

As a consequence, people are again driven away from the game for little actual benefit. It is likely intended to make sure collecting isn't just a temporary process. But the number of people seriously grinding cards out, is a drop in the pan compared to the number who might do it if the drop rates weren't awful, but instead just don't bother.

What value is elongating a process few people bother with? I figure drop rates should be 10-30% depending on star level, as opposed to the 2-10% they seem to be now. With the tournaments being in a better spot, SE shouldn't have to worry about people running out of TT stuff to do.