Whole post ended up lenghtier than I had planned, so apologies to anyone who doesn't like to read.
Mythics
For all of the mythic Spell/Lands I think they're generally this weird, underwhelming late game play BUT they're significantly better than a topdeck land would have been. They're going to be awesome to pick back up with a bounce land, too.
Unfortunately, as I and many others in the thread have noted, the backs of the mythics are different than all of the other 20 S/Ls and that may be a bit of a convenienced-based barrier to inclusion.
That said, I'd encourage anyone with a playgroup who doesn't mind unsleeving cards to read them or who follows the game closely enough to be familiar with these to definitely give them a try. 3 life is a lot, but the flexibility is SO high.
EDIT; I never explained that the back of the mythics are "ETB tapped unless you pay 3 life.
: Add ~."
I'm only going to include the front half image on these, as the backs are all "ETB tapped.
: Add ~." See? That really is convenient!
It's a shitty
Planar Cleansing. If you're playing a control deck, you want removal and you want lands. This is both. The flexibility is going to be good enough to make it a solid card in the kinds of decks that would want it. Those decks will also want
Azorius Chancery and there's nothing better for WU control to pick back up than this. If you could support a 6 mana Wrath, this is probably worth a try.
"Shitty" will be a common theme for a set of cards I feel is excellent, but this is a shitty
Outnumber, one of the best commons in BFZ draft. You almost definitely have a white deck that is going to have multiple dudes in play and this will probably have an opportunity to kill something for 2 mana at instant speed. If you get wiped or you don't have a fast enough hand to fill up the board, well, you've got a tapped land instead and that sounds like it might be what you needed. If you're not in need of elite removal, this probably fits in.
Shitty
Overrun! Have more attackers than your opponent has blockers, cast this, win. I can easily imagine
Selesnya Sanctuary picking this up and ending some games. If you have any sort of "Go Wide" deck, Win/Land is a great mix.
Shitty... Well, a ton of white cards do this for less. Those cards sometimes get stuck in your hand, however, because your guy hasn't been targetted or whatever. You can play it as a land when you need it or keep it as an answer when you have enough lands. Two mana is "too much" for this, but it's still damn cheap and it's such a great effect when it works. This one's great for all kinds of decks.
I don't know what this is a shitty version of, but surely something. Either way, it's a solid blocker and can mess up some red decks pretty badly. Decent, simple card. Not bad.
This one isn't even a shitty version of anything. It's on par for this kind of effect. That said, the front side is pretty narrow. Sometimes you don't have a creature worth copying. So go ahead and play the land. Good card in any cube that has creatures.
The front half on this one can vary wildly from game to game. It blanks a lot of the "Go Wide" decks for a turn and can give you a huge edge up in certain dicey combat scenarios. At the end of the day, it's a blue defensive instant with a land on the back. I don't think it's great, but it's a fun card to try and be tricky with.
Shitty
Force Spike and shitty kind-of-
Impulse. Classic blue cards that cost an extra mana in exchange for also being a land. I suspect these are everything your blue decks want.
Let's face it. This is a lot of work for little payoff. You'll have to really love Wizards (not the company, but the creature type) and be pretty low powered to take this one.
EDIT: Onder pointed out that this may be exactly what your blue decks want, depending on your power level. Control wants a lot of lands, but doesn't necessarily want to flood. This keeps your land drops consistent and can offer a reasonable threat later in the game. If you aren't repulsed at the thought of 3 toughness for 5 mana, this might be the land for you!