There are 15 blank cards in my 450 cube which, when drafted, allow the player to take two lands out of the utility land binder. We have found this to be slightly less of a hassle than rochestering the picks at the end, and it also resolves the issue of who gets to go first.
I really like this idea and I'm thinking of doing something similar for fetch and shock lands as well. Really all lands would work this way… here's my idea.
Right now, I'm working on a massive overhaul to my list. It won't be ready for some time simply because I can't buy all the cards I need until summer. But the idea is that it will be modular (another idea I got from another thread). My group never has 8 people and that always hurts my drafts no matter how I structure them. So with modules, I can craft the card pool to match the number of drafters. Right now, I have plans for 5 modules each containing 80 cards. To each module, I will add 10 generic nonbasic land cards (making 90 cards total). For every two drafters (or fraction thereof), you add one module (with 4 players, you'd use two modules). The idea behind each module is that the cards are all supporting just a couple themes. So in theory they work very well together and should make for synergistic interactions. This will enable me to support more narrow themes and not water them down by only drafting half the cards for those themes. Reanimator for example is in the graveyard module. Either it's entirely part of the draft or it is completely excluded depending on which modules we end up playing with.
So the 10 generic nonbasics will look like this:
3 of them will be "Fetch Land" - You may select any fetch land of your choice
3 will be "Shock Land" - You may select any shock land of your choice
4 will be "Utility Land". For the Utility lands, I may separate them into Tier A, Tier B and Packages. So Tier A stuff are really strong cards like additional fixing (pain/bounce/vivid land), man lands, and good stuff like Shelldock and Stronghold. You can exchange a utility land card for only one card in Tier A. Tier B is two choices. These are your more narrow choices. And then the artifact and Lotus land packages for now I think will just cost one utility land card.
I will have two full sets of Fetch and Shock lands, so if you highly pick the fetch land cards, you can make a super solid mana base (I may not make both sets available though unless there are more than 4 drafters - still undecided here). You will also have a choice to make. Do you cash in your fetch/shock lands early and lock yourself into colors? Or do you wait and risk others scooping up the lands you want? Seems like it will be a fun mini-game.
I won't be testing this anytime soon, and it may change before I do. But that's the premise. Input is welcome. Nothing is set in stone here.