Tried it BrandenC6's version for a 10 game run:
4 Wins 6 Loses, 8.25 TTW, missing SoBr was very much missed, most losses were because no sobr or voodoo showed up in the first couple of draws, preventing the combo from kicking off. Found 0 use for more than 3 TUs
My opinion, stick with the original.
Dark Matter Win 7 turns
Lion Hart Win 6 turns(Started copies as soon eternity got air lift)
Seism Loss(Reverse Time)
Chaos Lord (Bad Hand, Voodoo never showed up)
Osiris Loss(Reverse Time)
Miracle Loss (Bad Hand, Voodoo never showed up)
Serket Win 8 turns by tradition 2 TU OTK
Decay Win 12 Turns extremely lucky, had to start TU early again to keep voodoos out, pulled pillar to get the 6th quanta
to tu right before death.
Neptune, Loss, very late voodoo showed up at just 17 HP remaining, only had 2 bloods, Neptune dropped two more dragons down and killed voodoo
Ferox, Loss, forced to start TUs early again before voodoo died, had ferox down to 2 hit points, it healed ofcourse, lossed waiting on new grave pull.