Grillo_Parlante
Contributor
The slow lands are going to be lands that you design a cube around, not lands that you put into most existing cubes.
There are large incentives to run them, but at the same there are large disincentives to running them: which is exactly what you want when you are looking to use lands to create structure in an environment. They also introduce a sequencing decision with how and when you use fetchlands, which should provide further structure.
Cubes built around ubiquitously powerful cards that need ubiquitously powerful fixing will (and should have) no interest in these.
There are large incentives to run them, but at the same there are large disincentives to running them: which is exactly what you want when you are looking to use lands to create structure in an environment. They also introduce a sequencing decision with how and when you use fetchlands, which should provide further structure.
Cubes built around ubiquitously powerful cards that need ubiquitously powerful fixing will (and should have) no interest in these.