Well, it's that time to gut the cube from top to bottom again. While reading about Caleb Gannon's new game Algomancy, I became interested in his method of live-drafting. I've rebuilt my own Dual Cube around this new system (as best I could), we'll see how it plays out if I ever draft this thing again.
WIP
I'm interested in solving some of the early-game color issues inherent to the land system of this cube.
For example, the aggro deck wants to play cards like Eidolon of the Great Revel as early as possible (t2) but can't really afford to because of its mana cost. You would have to take Mountain (or Forsaken Crossroads), then Reflecting Pool to cast it on curve, which will ultimately lock you into 2 colors and your opponent into 4. This is not good and functionally means that mv<=3 cards with double pips of the same color can't be cast before turn 4.
To solve this issue, I'd like to try out a different Reserve composition:
New rule: "Players may only play up to two lands from the Reserve not named Reflecting Pool. Those lands must share a basic land type."
This should allow players more freedom in casting heavy-colored spells early. Looking back at the Eidolon example, we can now take t1 Plateau into Mother of Runes, followed by t2 Badlands into Eidolon of the Great Revel; all without mucking up our shard/wedge manabase system.
I'll update again once I've had the time to test this change. My first alternative if this doesn't work is custom, untapped tri-lands w/ Reflecting Pools.
Since drafting the initial list, a few problems were noted.
The multicolored cards were too imbalanced in power-level.
The inherent color restrictions of your mana base made too many cards into dead draws.
Urza's Saga was nearly unplayable due to strong disincentives to playing it before turn 8 (you would lose out on the limited resource that is land drops, while also giving your opponent an extra land.)
To fix these issues, I've buffed the offending sections of the cube with better cards. I've also removed the two hybrid cards in Golgari and Orzhov for actual 2c cards, since the hybrid cost made them notably easier to cast than any other.
Due to my current unwillingness to remove multicolored entirely, I chose to rework the artifact section of the cube to better facilitate casting off-color cards at a power level I was happy with. The virtual card advantage gained from these color fixers should smooth out player's draws substantially, though I may need to revisit this again later if these measures aren't sufficient.
I'm disappointed that the weaknesses of Urza's Saga weren't more apparent to me beforehand, but it's been replaced by a much better card in slot, Chrome Mox. With saga being removed, the title of "only shuffle effect in the cube" now belongs to Sarkhan Unbroken, whose ultimate let's you tutor for dragons. Nice.