Making some changes, got the cards a long time ago and never tested them. Like the blitz tower, I haven't got as many opportunities to play these now at my new job.

Looking to change the red deck into a bit more of a control deck and also giving green the opportunity to play the fog game a bit more.

A thought crossed my mind as to ignoring the mill rule entirely and having players play out games. Instead of representing a win con, Mill would be resource denial and the miller would still need to ensure they have a means to close out the game lest it result in a stalemate.

Testing some things out. I am heavily considering reducing life gain further in the cube by stripping out Environmental Sciences in place of something like Echo Circlet in an effort to make combat decisions more interesting.

So we've tried this a couple times now and it has been a hit. This is a Mexican stand-off style game where only one person wins. There is no second place.

Start with a standard table draft. We have tried 2x packs of 9 cards however I think that 3x packs of 6 is probably better.

Build the standard 15 card decks. Usual mulligan rule applies. Player 1 does not draw. The first player to get a kill wins.

The only rule change is related to Mill. Mill is only a valid win con if a mill piece is played (this includes Clear the Mind). If no mill cards are played and a player decks out naturally, the game is a stalemate. This is to prevent turtling.

Some interesting gameplay has emerged, there is no risk of a crackback from the other player so going for the kill is highly incentivised, reducing the occurence of board stalls. Denying kills has also happened, Van played Stab Wound on Jerry's Arboreal Grazer and then I killed the Grazer with Flame-Blessed Bolt before his turn so Van didn't get the W.

less wall, more mill. kept the kraken because it could be fun with bone saw.

Mainboard Changelist
+1, -1

Upgrade for the discard deck.

Thinking about removing Fog Bank and maybe another wall. Think it promotes a turtle deck which can win with incidental mill. Mill should still seek to be aggressive but be otherwise soft to something else. Currently mill is a inevitability so defense makes this too easy. Think even the fog decks should draw cards or something to ensure they have to have a proactive plan.

Zuran Orb had to go. Going to investigate some other options but in the meantime, Fountain of Youth is a good stand in.

Revamping green totally to be more focused on ramping and fogging. Nature's Spiral will let players recur Spore Frog and the druid will add some more ramp. Hoping to find a copy of Nylea's Forerunner in place of Candlelit Cavalry as I think it will be a stronger threat but Cavalry is a fine stand in here too.

As expected, this deck is strong, very likely too strong. I will leave it in for the time being and see how often it comes up. I am concerned that mulling to Zuran Orb simply has no downside. With higher than normal land count, short of holding up Spell Pierce, no deck can be fast enough. The combo with Clear the Mind means the ZMC player only needs stack life up and wait for CtM. Add in a minimal amount of blockers to play too and I think the deck is more or less unstoppable.

Mike got a nice crack at it in the draft with ZO and CtM in the same row on his pick. Thinking about it further, you have to be able to counter both spells.

I'd like to keep Clear the Mind in to enable the mill/control deck but my feelings are that, in order to maintain any kind of tension for the control deck, Zuran Orb will have to go, it simply makes the deck too formidable in the very early game. Feldon's Cane might be a good option however I am also wary of adding anti-mill tech with no colour restriction.