I mean I like anything that lets me see more cards, that's why I run so many looters.
I've been making games and modifying existing games for 25+ years. It's actually pretty hard to straight up break a game no matter what rule you change or introduce. Trust me. The game changes, sure, but almost never to the point where the game just stops working.
What you have to ask yourself when you start down this path is whether you are OK with messing with the game you are changing. Because Magic has both a tournament and online component to it, I think the rules are held in higher regard than most other games (board games or whatever). Coming from a roleplaying background (where most rules are nothing more than suggestions), I do not revere rule sets at all. In fact, I think they are there to be broken because they almost always can be improved.
For me, Magic often has too much variance. I've been fighting that for as long as I've played the game. Many deck ideas I've hatched fell apart because I couldn't get it consistent enough. Cube has helped a lot because all the cards are impactful and because the mana base is so solid. But there are still too many times when games devolve into one guy just losing because he just didn't draw what he needed (not always due to bad deck building). I personally dislike it. I think it can be improved.
We all revere scry. Why? Because it's an amazing ability for increasing card quality. Well, why not take that idea farther? What if you had a weaker version of scry available every turn to you and it wasn't dependent on being an ability printed on a card? That's what I was going for with the exile/draw step. Yes, it will change the game. But it doesn't have to completely turn it on it's head. Maybe you could get a group of elite magic players together, give them this rule and they could break the game to the point where it collapsed on itself. Maybe, but I doubt it. I'm not convinced the game can't already be broken. If the current game was unbreakable, there wouldn't be banned lists.