@ Waster: Sorry, but I have to respond to this -- I feel it's too important a point to pass by, I will be good after this and try to post stats tonight...
"Skill involves meta.... the most skillful players will do better regardless of format or meta.
notice how top DT or
ELO players never really complain about bans formats timers etc... they just get on with it. Complaints generally come from those that are a tier or two below in terms of skill... they believe that somehow the format/rules are hindering their ability to show their true skills."
I think this is a very destructive philosophy that only leads to terrible game design. If this was some avant-garde game, or the hit movie Inception, then I could totally accept several hidden layers of game play. But this is neither of those things.
UR is about winning your matches.
It's bad enough that of any two players in a DT, the one that plays faster has a much higher chance of scoring better -- never mind their win rates.
It's simply terrible when you add a bunch of arcane rules about bonuses, and force the players to figure out non-transparent systems to create the most advantageous match-ups, etc.
It favors "expert" players with way too much time on their hands, and works to make the game less casual friendly, and trivializes the ability to win.
The reason the matching system etc. bug me so much is that they just contribute to this lousy, convoluted system. We could work around them, but we shouldn't have to.