With the latest set (Commander Legends) I would like to share some quick thoughts for a new format.
What we need:
A pile of low-powered spells.
A pile of cube spells.
A pile of cube lands.
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Each player gets 23 random low-powered spells and drafts a Commander from a pool of 3 random legendaries. (We ignore the "You may only play cards in your Commander's color identity"-rule.)
After each game of Magic:
Players draft a new Commander (But they may choose to use their old one if they prefer that one)
Players get a bunch of random new cards from the cube.
Deck construction -> New game
Thoughts?
Interesting, I am trying a similar thing now for my always changing project of a ravnica limited experience. My newest approach is the following:
Each player choses a guild and then gets a deck of 23 common spells and 17 lands (those decks don't change to guarantee a curve, some removal etc.). You play the first round. Before each round a different quest will be drawn. It determites how many cards each player gets (e.g. "You gain X cards here X is your highest life total minus 15." or "You gain one card for each combat step in which you attacked."). The cards are given at random from a pile of uncommons and rares. These quest however a indipendent from winning or losing. Each round players play will have a new quest, and after each round there will be time to rebuild your deck. For each round you win, you get the respective number of points, meaning game 1 gives you 1 point, game 2 grants 2 and so on.
I have not tested it yet but I have high hopes. The idea is that you have very flavorful guild decks, you can start playing right away, but there are still some meaningful decisions in deckbuilding. My only fear is that balancing might be too difficult.