Does the "line" for us here relate to interactivity to an extent? We've already talked about wasteland not being interactive (though that has the additional burden of preventing a player from playing).
Maybe compare control magic and sower of temptation. Sower generates less (though not none) feel bads, as Jonny feels like he has cards in his deck to kill sower and get his giant monster back, but is less likely to have disenchant.
I think it does to an extent. I realize its kind of eccentric to suggest that feel bads might play a positive role in cube design, but look, if you're playing this game 1 v 1, its very much a
competitive game, and competition naturally entails making the opposition feel bad. Its maybe more productive to own that aspect of the game, rather than going off on a (to a point) fruitless quest to make losing feel good.
What I'm more afraid of, is
boredom: player's not feeling that they are engaging in some sort of compelling game or draft narrative. Winter and static orb are cards that really turn me off for this reason, but than so does easily solved metas revolving around maximizing the number of ETB value creatures you run, and those formats are theoretically very interactive game play wise.
Whether a card is interactive or not interactive, or feeds into interactive or non-interactive drafting, can be a hard judgment to make, and is probably going to be based at least partially on anecdotal experience, with the final call off of feel (look at the ashiok back and forth). Some cards, I feel, are fine, or even great for a format individually, but are capable of forming certain play sequences that may feel like they predetermine a game's outcome. A lot of cards walk a very gray line in that regard, and thats part of why we have this forum, of course.
That's what I've always said about Wasteland, it's a bad (and feel-bad) answer to a largely illusory problem. Legacy would be a lot better without it (and without most of the cards that define Legacy today tbh)
Perhaps there's also a dimension that relates to immediate fame impact and how long you have to pull yourself back into the game (see Titans, wurmcoil engine etc)
Legacy often times gets held up as a perfect competitive format, where percent plays dominate game outcomes, but it does have a lot of characteristics that are very "low brow" magic. The storm combo decks, and other combo decks, are capable of some very cheesy, polarized wins, where the players never really played magic: to the extent where a pro-player that dislikes the format and constantly trolls it by running a crappy mono-red sneak attack deck, can still place highly at an open.
The miracle deck wants to lock you out asap with top/counter balance, a turn 1 chalice from the eldrazi deck is auto win against a lot of the delver decks, the wasteland based delver decks want to mana screw you out of the game, and the lands deck looks just miserable to play against.
Now, I'm not saying that legacy is a bad format, or that its not skill testing in ways that most other formats can only dream of (Hoogland takes criticism of it to an extreme i.m.o), I'm saying that even here, the analysis of what makes "fun" magic is more complicated. Even this format, has its variants on Eureka->eldrazi (just look at the SCG highlight reel for some great examples), and I think people might like these swingy, polarizing effects perhaps more than they are willing to admit,
including spikes. We shouldn't be surprised when certain cube formats, that seem to cater towards degeneracy and unfairness, are broadly well received. There seems to be a real demand for this stuff, in some form at least, and not just from easily scoffed at J/Ts.
As another example, as much as I agree with all of the general anti-wasteland sentiment, I would say that pretty consistently, some of my most memorable games have been where
both players are mana screwed off the start of the game, and wasteland does encourage those scenarios. This is one of the reasons why I am not sure that removing all negative variance from the game would actually be a net plus for it.
So what does all of this divergent reasoning mean? This was just me remembering two things:
1). Solid structured reasoning might seem compelling, but there is a good chance the impetus of the decision is coming from an irrational place.
2). The final goal of a format is
fun (in whatever incarnation that takes for your group) and
not fairness. Fairness is just another means to that end, and can sometimes become an obstacle to achieving that end.