There is a lag in my opinion in gold card values that could be easily combated by the central authorities @splinterlands that could easily boost the overall value and utility of gold cards on a more regular basis and make their leveling and acquisition a must for all players associated with any guild.
By having a tournament, of which the top player not included in the singles tournament, (explained here-fyi) but including the second highest ranked player not included again in the above mentioned concept, or even a "guild centralized account" for entry into a gold games tournament the likes of which the game has yet to see, and could be held twice about every 5 weeks.
It would simply go like this, as mentioned in the previously linked article we have a 64 player tournament with the highest ranked player from each guild competing for the prize of the individual winner championship. We would also have a tournament for the guilds, in a gold-only guild championship.
The theory behind this are several fold in many ways that can boost value, and desire to acquire and retain gold cards, in the least bit within your own guild. Because if you choose to 'cut the cards loose' within the marketplace, that is fine... But then other guilds have their shot at purchasing them, hoarding them, or doing whatever they would choose in attempting the best "gamesmanship" move that benefits their guild and/or guild members. I will use me and my guild as an example.
Let's say hypothetically I come across a gold foil, beta, Goblin Shaman. Well, I already know that someone in my guild has that card maxed out, so it would create some options for me. I could burn it trading it in for DEC and thus eliminating the possibility of another guild or any other player obtaining the card to level up to play against me ever again. Or, I could take the hard-line market approach, in knowing that my guild has this card maxed out I could list the card on the market for whatever I would want to gauge--I mean tariff any other player or any other guild that would want to level this card up in the future whether it be for sale on @peakmonsters for... neither selling or burning but to lease to an interested guild.
This creates scarcity in the overall sense of population of the card due to the people that would maybe go on to burn the card but also creates a lack of market liquidity in getting this card cheaply on the market. In the hypothetical sense of me not necessarily needing to hold this card knowing that my fellow guild member has it so that our guild would already have their max benefit (more on that to follow-stay tuned) accomplished I would want someone else from another guild to pay me more of a ransom than a simple market swap as we have done up to this point. So if I pull this card from a booster pack it takes on a whole different meaning going forward concerning all gold foil cards. Hoarding and gamesmanship are added to the equation, let alone the overall scarcity of 50X (the initial rarity without potions) for gold foil cards would be much more of a boon to the player to pull these cards from booster packs as none of these factors are considered or priced in with gold foil monster cards.
But perhaps even sweetest in upside of this concept is the configuration of payouts and the rewards to be had is the distribution model and how it changes the central distribution concept. No more gold tournaments on the central sites. They are held twice per season as mid season and post season holiday tournaments and that is it. Also, 1/3 of the rewards of the mid/post season tournaments would be split as the gold tournaments would receive double DEC rewards versus the single player regular deck tournament that is platform wide during the season. Also, with the gold distributions stopping in the tournament event section the game's creators have options of what to do with the saved steem or other rewards that are being divided week to week with several different tournaments. The rewards could be passed on to this tournament, steem could be powered up by the bot, or kept by the game development team as asset to be used down the road-obviously whatever the game team sees fit.
This creates mega interest in guilds and literally spreads the wealth in gold cards and very likely springs up guilds from all over the place making "a gold (hoard) standard" as the value behind each guild and the upside from earning the bountiful rewards from this concept.
More guilds=more DEC burning=DEC scarcity=higher DEC value=more cards burned/combined=higher card value=higher DEC scarcity/value=higher floor value for cards, and so on I think you get the point.
With two-thirds of a million DEC going out twice every 19 days to be split among the participants based on relative performance the upside here to own these cards goes up dramatically, along with the regular cards as well of course, but especially gold cards that to this point have been relegated to value in DEC rewards in season play and only value in the centralized gold tournaments, which isn't bad of course the cards have performed well and become more and more scarce as it is. But pulling a fairly rare gold foil card (especially extremely rare gold cards)from a booster pack would take on a whole different meaning moving forward when something like this concept is adopted by the @splinterlands team. I am guessing booster packs of whatever is available would sell at an even more frenzied pace at which they selling now, which is continually picking up speed even without something like this in place.
Use the example of a total prize pool of 667,000 DEC for the participants (one entrant per guild) in a gold only contest, having pre-arranged payouts for each participant per round, here would be a hypothetical breakdown of 100 total guilds in the game...
Play in rounds (seed rankings 128-64) play one another until the field is broken down to 2, then the winner of the entire play in tournament plays the top seed in the tournament of the top 64.
Play in round 1... 32 total matches
Play in round 2...16 total matches
Play in round 3... 8 total matches
Play in round 4... 4 total matches
Play in round 5... 2 total matches
Play in round 6... 1 match
= 63 total matches, each match paying X DEC per participant 63X2=126,000 DEC= 1,000 DEC payout per guild participating in each round plus a bonus 1,000 DEC payout to champion of the play in bracket.=127,000
Leaving 500k for the SUPER 64:
Round 1... 32 matches X 2= 64 participants= 80k/64=1,250 DEC per participant
Round 2... 16= 2,500 DEC per participant
Round 3...8 = 5,000 DEC per participant
Round 4...4= 10,000 DEC per participant + 12,500 DEC bonus per participant
Round 5...2= 20,000 DEC per participant
Championship Winner Payout= 40,000 DEC bonus for winner
Total DEC Payout for Tournament ..............=667,000
The winner of the tournament in DEC alone would 91,250 (assuming they did not come out of the play in round, then it would be 98,250)
Please let me know your comments and discussion on this I am always happy to discuss these ideas, and thanks very much for the read!