You will not find QR3 maps or DE scheduling here in this thread, you should go to the concise thread for information on those topics.
If you've been participating or observing the games, matches and lobbies so far, I hope you've been enjoying your time spent.
After two weeks of play the tournament has seen its fair share of blow outs, close matches and Kryptos.
Why Kryptos?
This summer, fresh off his victorious MWC15, season Kryptos has emerged as an all-star caliber player in the Myth World Cup Scene. He has played in 25 of the 40 games played so far in this tournament and complimented his teams' nicely with an 18-7 effort.
Kryptos is utilizing the "Myth Player Market" to its full extent, influencing match results and finding pay day for him and his teammates.

Kryptos and Coca-Cola look to seal the deal for Gods of Myth on Calm Before The Storm Territories in QR1 by taking out Boom Town's remaining dwarf.
Congrats Kryp, well done. You have the TO's vote for QR MVP so far, but we'll have to see how week 3 turns out to iron out final judgement.
Coca-Cola has done damn well as one of this years mystery MWC players. I look forward to see what he continues to bring to the table.

With only one life to live, YOLO of PoR looks to take out KaO of Ageha and goes unrewarded due to the dancing moves of the butterfly.
On the other side of things YOLO has done well to rig and sabotage his teams chances of having a playful DE1 opponent. So far YOLO has gone a whopping 0-14 in two weeks of MWC play, we have yet to see a flash of his PUB-STAR abilities in this tournament so I look forward to his future opportunities as he comes across them. Let's just hope the losing doesn't get to him, you only live once anyway.

KaO of course returns the favor by hacking YOLO to pieces while he's distracted when typing out his request for a heal.
Thereafter, the Warlock reveals his recipe for converting mass to Campbell's Tomato Soup.
Looking forward I'd like to address QR Point averages, because next weekend calculating them to seed the DE seeding is important in making them worth more than pre-season scrimmages. The seeding has started to take form for the double-elimination rounds, below are the averages for the teams so far which will be used to determine their seeds. This is where I like the point system taking effect, and I hope you can appreciate it as well.
Averages Underlined
BT 21 8-2
Syn 12 7-3
GoM 8 6-4
Age 3 5-5
tINh 0 4-6
TWF -1.5 5-5
ni -9.5 4-6
PoR -32 1-9
On a side note, the overall W-L records of the teams looks something out of LoL's seasonally televised LCK league, with one team really low and a large middile pack it's only missing a team who's lost 0 games.
Winds of Change: A look at the difference between W-T-L and the MWC16 Point System
I.e., if we were using W-T-L the seeding would be: age TWF tied at 4-5 seeds and tinh and ni tied at 6-7 seed going into week 3, with GoM lingering if PoR upset the expectations of Myth Nation this weekend despite having their roster ravaged rather than supported by the Myth Player Market. While, the seeds stay tightly contested between 4 or 5 teams in the tournament, teams like tinh twf and ni are rewarded for having wildly inconsistent results across their first two match ups.
The point system takes the results, and while those 5 teams stay contested other stages are set as well. Sure, BT and PoR have likely sealed their #1 #8 QR seeds with a reunion this weekend. But GoM is only 9 MWC pts away from catching Syn in regards to their differential results next week, and with the MPM's fluid rosters a theme of mwc16 has been expect the unexpected. twf and ni have a date to settle their differences in qr3, where twf must win the match by 2 MWC pts to overtake them in the seeding. With a maximum of 3 opportunities to play in the 4 matches this weekend, players have plenty of chances to land their stakes in the achievement contest. With rosters relatively open for all teams, expect some extra commitment this weekend to rig QR results.
In the very unlikely event of a tied average of QR pts, ties will be broken with wins, then difficulty of schedule based on their opponents overall results. A persistent tie here would continue in the event that the two tied teams played against the same opponents, and their QR match results would break the tie. This help amends the basic "Match victories are based on points, QR Seeding is based on avg point differential. Be sure to throw your matches and play for 3 teams per week if you want to throw a curve ball into Asmodian's QR Mystery Predictions.

This is an image of taking a screen shot to accept forfeit matches when you have at least half a teams worth of players to play against no-show opponents. Surely, East Wind just wanted to go collect ratios against team idiot over 10 years ago.
But this is worth bringing up because there have been no forfeit matches so far in the tournament and I just wanted to say thanks for showing up to play in this scheduled myth marathon taking course of the summer.

Unrelated: TB and samuel were there too

Before deciding on what to do in MWC I wanted to make a change to the DE format, but in light of changing to a triple elimination formation format for TWS I decided against it. You 'bois' get butthurt enough about having to rematch your opponents on the same map, gametype and time limit ffs

The idea was that there would be two pools of 4 teams to play in best of 5's for QRs, (or one pool of 8 teams playing best of 3's), and website function would support have the feature for scheduling flexibility to meet with 7 opponents across 3 weeks for best of 3's (and obviously for the simple one per week, four per pool). The idea is based off how Valve runs The International for their MWC of Dota 2.
With two pools of four:
- Top two teams in each group advance to upper bracket of the DE, bottom two teams in each group advance to lower bracket of the DE.
- Top four teams in each group advance to upper bracket of the DE, bottom four teams to the lower bracket

This essentially means QR performance can directly provide a team's first elimination in the top bracket, and helps the myth marathon that is Myth World Cup end in a timely manner.
Anyone who enjoys discussion on tournament format, I'd like to hear your thoughts below.
Finally in the News is a scoring change for DE. Currently KOTM is scored in a 3-0 5-0 9-0 format that will be changing from (losing time/winning time)=(x/1) and using [1.0-.89/.88-.78/.79-.00 + win = 0/2/6 +3 for win] to associate scoring. I believe a better way to represent the mastery of your opponents in a multi-flag CTF is to build the scores off times.

Above is a game where one team has 4 flags captured before the other team so hopefully the scoring should help clear things up for teams looking to give their opponents a hard time and reward those looking to play King of the Map to be Kings of the Map! The new scoring will be 1pt per 12 minutes accumulated, 0 for win (on 13 flag games). This scoring change will be effective at the start of the DE rounds, and might have subtle differences based on the map's flag count.
Thanks for reading, playing, whatever, it's been great to see the people spend some time playing this timeless game this summer. With about 3/4 of the tournament left to go we can look forward to about a month and a half more of MWC season to go! Cheers.