As we're an informal group (we don't follow DCI rules to the letter, for example), we get to consider things like different formats (outside of Standard or traditional Drafts), procedures, etc.
I want to consider a procedure change for our "end of match" determinations.
Currently, we do adopt the DCI's "five extra turns" rule: At the end of time, after the current turn there are 5 additional turns (total) in the game.
The way we do the "who wins" consideration is this:
Games 1 or 3: Whoever has the most life at the end of the 5 extra turns wins the game and thus the match (winner would either be 1-0 or 2-1, so there's no need for an extra game).
Game 2: If there's no clear winner, the winner of Game 1 wins the match.
To be honest, I'm personally tired of losing Game 2 in extra turns because I can't kill my opponent. And I've had opponents not even go to Game 2 because time was about to run out and they had no chance to kill me. If Games 1 and 3 get to determine their game (thus match) winner by ending life totals, I want Game 2 to do something similar and mean something.
So I want us to consider this end-of-match policy:
Games 1 and 3: Same as normal, since the game records would give one player the clear win of the match.
Game 2: At the end of the extra 5 turns, the winner of Game 2 is determined by who has the highest life total. If it's a tie, ignore non-combat damage/life gain and go to the first combat damage dealt. If there's no clear Match winner (after extra turns, the result is 1-1), go to Game 3. In Game 3, non-combat damage is ignored, as is non-combat life gain. First combat damage in Game 3 wins.
This is just an idea. The crux of it is I want Game 2 to possibly mean something, to not let people quit just because the winner of Game 1 got to run the clock out. I want to do some form of "go to Game 3 if the match score is tied after extra turns", but I don't want cheap burn/life gain to win the game by itself in Game 3. Combat damage would make you work for it. I know it would take longer, but I think it's be a better system to ensure the person who works hardest wins, not the guy who happens to luck up on the clock/direct damage topdeck/life gain topdeck.
Feel free to comment below or send an E-mail to CardGameNut@gmail.com . Chances are we won't implement this for the Scars of Mirrodin draft unless we get a majority approval, so take your time to think about this and respond.