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Yeah, mega evolving is cool! The only issue I potentially see in adding more mega rings to the deck is that you end up drawing them when you don't need them. Therefore you end up having a dead card in your hand.
I have had others mention about wanting to mega evolve more often, so I'm going to look into ways of making it more common! :)
First, we play with a hand size of 6 instead of 4; easier to keep what you need, set up for trying to catch something tricky, etc.
Second, we play to 8 Badges instead of just rushing Cinnabar->Veridian; you have to actually complete the Gym Challenge to win. (We know this is a long game and aren't out to force it to be shorter.)
Third, we use a little endgame variant of my own design called Final Battle, where the first to get every Badge is declared Champion, and must defend their title against the second-place player in a full-team, 6v6 series of battles until only one Trainer is left standing. (It's seriously hype!)
Personally, I've developed an [unofficial] new gameplay mode called Rival Mode that's designed mainly for solo play, but can add a bit of spice/pressure to multiplayer as well. The Rival is automated like a Gym Leader but has an evolving and expanding team that gain levels like a player, and they frequently show up to mess with your day..! They'll be racing to earn Badges just like you, and beating the Rival only encourages them to train harder and beat you to the 8th Badge! (Anyone interested in checking out Rival Mode, feel free to @ me on Steam or find me on the Discord and I'll happily share the Rival Mode save/assets. :3 )