pfffft happens in modern all the time.
in all actuality i love this idea but its implementation has been a bit problematic. not in the sense of acquiring the lands or putting em on the table or drafting em or putting em in the decks, which is fun, but jesus some of these things are powerful. like what do you do when a control deck is looping baleful strix with academy ruins? any dude with volrath's stronghold? fogging you with kor haven? i'm not ready to give up on the idea yet, not at all, but some kind of power cap is probably necessary.
the flip-side is that, though since the colorless lands are out the main cube and aren't taking the 'spot' of fixing, there's now a bunch more of them and they get played and mana-bases paradoxically end up less consistent. it makes sense to me that cards like township and wolf run were meant to be run in constructed environments with far heavier densities of duals than cube could ever have, and even then playing more than a couple copies (say of vault of the archangel in GWB standard rites) is a liability. in return for inconsistency you get power, which is an interesting dynamic when subtle enough, but a number of these lands have either been winning the game through 'getting online' or losing the game by color-screwing their controllers.
i guess i'm just kvetching because cube has felt less interactive since i tossed these in, almost like the extra decisions have simplified the games by reducing the psychological element. or something. spells feel less important. it's late.
so how to deal with this? we could go for only lands with more marginal upsides and downsides -- an extreme example is the cycle of 'legends matter' cards from kamigawa -- but then i'd naturally want to push it further to justify the extra time of doing such a draft, so then where would i draw the line? (cycle lands seem to offer a good upside / downside dynamic?) so cipt is bad but colorless is worse. maybe i'm including too many of these (though nobody has to play them, which is another issue i won't fully get into here). ugh i dunno what to do.
edit: kind of going off what i was saying in the graveyard hate thread, the gameplay feels repetitious when dem lands are dictating the game. building around this has given me more of an appreciation for why wizards is really scared of this kind of experience.
jason: have you had similar issues? come in here and talk me off a ledge, i think i just want to cap the power at like township, toss in more metaphorical 'cyclers' / 'trinket mage targets,' reduce the amount of available lands to 4/person, and go from there