Wow. I missed a lot. Sorry guys, work and all that business. This discussion is wonderful. Awesome points made by all. Let me try and address a few that hit home for me (every post was great).
Grillo… you are correct, this rule does probably benefit me more than Spike (I am absolutely a Johnny). And that is certainly one reason why my Spike player is not a fan (I'm the only one who can challenge him, so anything that could conceivable give me an edge he's not super excited about). I still think the idea that it levels the playing field is a fallacy though. Because if you are a bad player, having more cards at your disposal doesn't help you. You still make mistakes that a good player capitalizes on and you lose anyway. The more decisions get added to the game, the more opportunities the bad player presents for the good player to outplay them, so adding this rule (IMO) just makes the situation worse not better.
Spike won't lose more games with more consistent draws. Good players will win more across the board (Spike and whoever else is good at the game), even if they don't build the nut deck. Honestly, this helps Spike too if he makes a misstep during the draft he can dig himself out to some extent during the game. Having tested this (again, to a very small extent), the main effect this has on the game is it essentially gets you what you need more often. So those great games where each player is ripping what they need off the top of their library and it's a great close game with back and forth… that happens more often because card quality goes up.
On the subject of Spike breaking the game… yes, he always seeks to do that. But he can break the game today. What's the difference? No rule set that will ever exist will be unbreakable. I do not believe for a minute that a change to the draw step (or adding exile/draw) would inherently make it easier for Spike to break the game anymore than having different card choices in your cube does. There's a way to break your meta right here and now and if you keep the card pool static long enough great players will figure out how to exploit it. Simple as that.
With respect to my friend… I've kept it very light in conversation. I in no way want to alienate him, and honestly I enjoy a lot of things about Magic, so I'll be just fine whether we push the boundaries of the rule set or leave it alone. Mana flood/screw was always a problem I found in this game even with the best mana bases. It's not a chronic issue honestly, but it happens enough to where I just feel like it could be improved upon. I've not found a solution for it. Mulligan tweaks only go so far. If your next 5 cards are spells with no land, you fall behind in the game and you usually lose no matter what you do. Lower the CC of the cube has helped this a lot, but it's still not a perfect solution. Variance I think is important in this game, but for me it's a little too high. I think my friend is open to that idea (he hates losing to screw/flood), but he is with others here in that no good solution has ever been conceived (including exile/draw). My only beef with that is my friend (and others here) have made that determination without really testing it (at least exile/draw). I come back to my own experience with it. I thought it would play differently than it did and I never could have known that without actually testing it. I don't claim it's a perfect solution by any means, but it's very simple and understandable, it solves two big issues I think (flood/screw) and it has a nice side effect in that less consistent Johnny style decks are suddenly more playable (very meaningful to me obviously). So for me, it's win win win. For Spike, it's win, win, who cares (or lose if you are afraid I might beat you with some ridiculous combo I can suddenly assemble more easily).
Eric…
I get the sense that you like Magic as it is. And that is totally cool. In the immortal words of Eddie Vedder, this is not for you. All the arguments you are making are the same arguments my friend has made against this idea. And while I can appreciate not wanting to change the game, I'm telling you based on my short experience with this, the game is not being turned upside down like you are suggesting. You are not going to need to relearn anything. A great limited deck you build today will still be great with an exile/draw step, the only real change is that it will play better because you will get access to cards you want more often. It plays like you had a great night of Magic and your deck played really smooth. Maybe after playing it for a for months/years, you would come to a realization that land counts need to go down or certain mechanics (library manipulation) are busted beyond belief so need to be banned or whatever, but it's not going to be like you turned Magic into Pokemon and suddenly all your past experience is moot.
Yeah, Worldknit is bogus. I have no idea why anyone would have even wanted to test it. Talk about breaking core mechanics of the game. I have 3 plains in play and I can cast Necropotance this turn and Cryptic Command next turn (after I play this mountain in my hand). Wow, that sounds fair. Color pie? What's that? Goodstuff.dec? Pretty much the best deck at the table now that I can play ever bomb from every single color.
Custom cards is likely to be met with even more resistance honestly than a core rule change (Spike won't be alone of this one). I suppose I can try and sell the idea of some kind of global conspiracy card that is basically exile/draw, but it's just a much easier concept to add it to the rules. As I responded to Grillo, I'm not going to push the idea with my group. Maybe if my spike friend doesn't show one week, I'll toss the idea back out again. But honestly, since one of my other friends moved away (the other Johnny), I've had a hard time getting enough guys together (let alone if I introduce drama around rule changes). Again, I'd rather play Magic than not play Magic. I'm just happy this cubing thing has gone on as long as it has. I really thought it would be a quick fun thing and guys would just lose interest, but it just keeps going.