Another utility land update. Kabira out, refuges in.
The mere fact that things like Flagstones of Trokair and Eiganjo Castle enter the battlefield untapped means that you can afford to add them to an aggressive deck without too much thought. The castle provides situational value in protecting your Isamaruor Thalia (or, heaven forbid, Geist of Saint Traft), and Flagstones plays nicely with Cataclysm (or, although I know you don't play it, Armageddon), yet these two lands are essentially Plains most of the time. You don't need to consider whether adding them will hurt your deck or not, as they will almost always be pure upside (Barring the minor exposure to Wasteland, or diluting fetches).
The red lands on the other hand, require a lot more consideration, as they are not essentially Mountains with a situational upside, instead, having these lands over a Mountain may actually hurt your deck. Barbarian Ring has a fairly obvious downside, and you have to consider whether your deck is fast enough, and needs the Shock enough, to be able to afford to take even more damage from lands. Likewise, playing Ghitu Encampment over a Mountain has some pretty obvious curve considerations, and a 2/1 first strike doesn't seem like an awesome reward for ETB tapped.
I think my main point is that for many builds of Red, playing a red utility land is actually worse than playing a Mountain, while the White lands for aggressive White decks are basically all upside over playing a Plains, and the reason for this is ETB tapped.
Wizards needs to print more good lands. My blue section (Faerie Conclave, Halimar Depths, Shelldock Isle) is always cleaned out by the end of the second round, while the Jund colour lands go unclaimed. The colours aren't particularly well-balanced right now.
Laz has a great point about tap lands being traps. I've seen a lot of my more novice players jamming in every last utility land they can, at the expense of their mana development, when they should be running basic Swamp or Forest. I've already cut down the number of utility lands from four to three per player to compensate, but aside from that, I'm not sure of any additional solutions.
So you keep the Wastelands in the main draft I assume because of their strength?
Other than Wasteland, is there anything that crosses this threshold? I just demoted Gavony Township and Treetop Village from the main list to the utility draft, because while they're powerful when included in the right decks, I noticed they weren't being picked over actual spells. Which leaves Kessig Wolf Run as the last non-fixing land in the main cube now.
I'm gonna miss unearth Godspeed sir