So, I've been rethinking what blue does, and realizing I might be making a mistake. Perhaps I should have seen that coming, by disallowing so much of blue's color pie. Looking into the history of this format, it's clear that blue suffers the same fate in constructed ban-lists. Blue might just be a problem color when you have fewer cards than life.

There is no rule I could make that would make constantly-drawing-your library a good. The closest rule I hit was If any player has drawn 30 cards, they win the game, focusing on the fast-draw reshuffle effects in Blue.

This made blue focus solely on drawing, and it felt like there simply was not enough resource denial for that to be meaningful. It rewarded blue for simply playing the game, which is a critique of self-mill strategies anyway, but it was also uninterruptible.

Making non-mill draw a win condition felt like a puzzle that could not be solved, and just neutered blue.


White has diverse lines of play, Outlast being a favorite strategy of mine:

White also fits that control aspect that can play to a long-game strategy as often as an aggro strategy:

I also think there's more of an opportunity for cross-play in rw and wb in this format as rb focused so directly on instants/sorceries, which are hard to recur.