It's not a good format! Luckily I have a few simple fixes.
Rules
- Draft however.
- You may cast spells from your hand without paying their mana cost.
- Once per turn, you may add WUBRG.
- Because mulliganing is so frustrating, let's say you just start with 5 cards in hand, no mulling allowed. This allows Mind Rots to be less punishing.
- Each player may cast only two spells during each of their turns. During the first player's first turn, that player may cast only one spell instead.
- Each player may cast only one spell during each of their opponents' turns.
- Now that combo has been nerfed somewhat, there's no reason to draft anything but the biggest, baddest 4-drops you can find! Let's bump the life totals up to 80 to give players some time to set up and get their engines going, while still letting them die to big beaters.
- And hell, to really get us in the mood of omniscience drafting, let's multiply everything by 100. In other words, you have 8,000 life, and all damage is multiplied by 100 (after all other replacement effects).
- To increase the range of pickable cards, as an additional cost to cast a spell with mana value 5 or 6, sacrifice a permanent with the same color identity as it. To cast a spell with mana value 7 or greater, sacrifice two such permanents instead.
- But of course this makes it difficult to justify picking big multicolored cards! Furthermore, lands are still useless, making awkward moments where players have to play bad cards with basically no other option. So we'll add a new mechanic. You may cast multicolored cards you own from outside the game without paying their mana cost by discarding a land that could produce mana of those colors and sacrificing two or more creatures whose total color identity is that card's color identity and whose total mana value is that card's mana value. We'll call this mechanic "Fusion Casting" since you're often "fusing" together two different creatures.
- That kind of overpowers the multicolored bombs, though. Let's say you can do this for monocolored cards, too. To nerf it a little, let's say you have to have exactly one legendary creature in your set-- i.e. one legendary creature and one or more nonlegendary creatures-- that way you can't just do it willy-nilly. We'll call this mechanic "Synchro Casting" because it "synchro-nizes" the power levels of mono- and multicolored bombs.
- There's still not much reason to draft enchantments of any size, though, huh? We've swung the pendulum pretty far toward creature bombs, when disenchant effects are plentiful! I have an idea. How about once per turn, if you control two noncreature, nonland permanents, you can cast any number of spells whose mana values are between the greatest and least mana values of noncreature, nonland permanents you control, ignoring the pseudo-Rule of Law effect! We'll call this mechanic "Pendulum Casting", because it swings the pendulum back to where drafting big enchantments is viable.
- Finally, the stakes of Omnidraft are too low for the hectic shenanigans it promises! I suggest that in all matches, one or more players are possessed by ancient Egyptian gods, with the loser being sent to the Shadow Realm! Sure, we could ante, but that's illegal in several states now.
