Your cube probably has too many lands in it. An upsettingly unscientific survey of cubes on this site has revealed a shocking average of 47 slots are spent on lands in a 360 list. That's two lands per pack of 15 cards.
47 slots constitutes an enormous investment of cube real estate primarily based on a single interaction:
I don't want to oversimplify things. There are some great ways of spicing up the land section of your cube. Bouncelands or Theros temples, etc offer new mechanical threads that your cube can utilize. Bouncelands are great with landfall and the like, and the temples interact in fun ways with brainstorm. Nevertheless it seems pretty clear that fetch->shock is the backbone of riptide cube theory when it comes to lands.
Multiple copies of fetchlands and shocklands seems to be the new standard.
Marsh Flats is a great card. It interacts with any number of fun cards and themes like landfall, crucible of worlds, delve, threshold, and delirium. Furthermore Marsh Flats is capable of fixing in any black deck, or any white deck. It is like a Black-White hybrid card.
Godless Shrine is a terrible card. It interacts with.... Fateful hour and Death's shadow?? It fixes in any deck that contains Black AND White. Godless Shrine is like a Black-White gold card.
Unfortunately, I've left out an important caveat. That Wooded Foothills only fixes your Green-Black decck if you managed to pick up an Overgrown Tomb, or less ideally, an otherwise useless Blood Crypt. You're happy to play Overgrown Tomb in your Green-Black deck though, since it's much better than a basic forest or swamp here. The problem is that you had to spend a pick on that Overgrown Tomb and, more to the point:
Your draft contained somewhere in the region of 25 to 30 lands that your deck is completely incapable of utilizing. 18+ of those are shocklands.
Shocklands are incredibly parasitic. So are all gold cards for that matter; the sad part is that our much beloved marsh flats has its fate inextricably linked to the that of the unbearable Overgrown Tomb.
How can we possibly resolve this dilemma? I'm glad you asked.
Cut ALL your fixing lands and all but the most essential gold cards. Add the following:
along with 54 new spells.
Your cube now focuses primarily on two color pairs with the occasional splash and has 50 extra slots to weave in new themes and support new plans. Sideboard cards and conspiracies become much more important as you will be playing more basic lands and less total draft picks. Going deep is heavily rewarded as it becomes more difficult for your opponents to dip into your colors during the draft and deprive you of a powerful reward. Furthermore, there is now more room in your cube for sideways strategies like spider spawning, and who doesn't love those.
Your cube probably has too many lands in it.
I know mine does
Further reading:
Math about fixing: http://www.channelfireball.com/arti...do-you-need-to-consistently-cast-your-spells/
old fixing thread: http://riptidelab.com/forum/threads/when-is-fixing-too-good.437/