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I'm not sure if this is the best place to mention this (as it would probably fit better in the Gameplay Variations section) but since you brought up Soul Drought and your suggested removing Lost Souls. I was talking to a friend of mine and the idea of seeing what the game would look like without Lost Souls, Sites and Dominants would play like.The deckbuilding rules were the same except no Lost Souls, no Sites and no Dominants, T1 decks would be 50 cards, T2 would be 100 cards and still balanced good and evil. And the only rule change is you can always rescue a Lost Soul. And it really gets interesting in Multiplayer, where when you attack each opponent in succession (in turn order) has a chance to block you, so you might have to fight through three people in a four person game to make a Successful Rescue.I don't know how this would play out, but it might be interesting to try.
IMO soul drought in constructed has been solved already by printing so many good soul gen cards and by speed being so prevalent. I would wager that if soul drought is anything but an extreme outlier between two players both of their decks are subpar; the droughting player's deck is too slow and the other player's deck doesn't have enough soul gen.
When you build a deck, DO NOT put any lost souls in it. Instead, when you sit down to play, each player places 7 generic (no special ability) lost souls in their land of bondage. So, all lost souls are already in play at the start of the game. No lost souls in your decks, so just draw three cards each turn. Flip a coin to see who goes first and PLAY!