It seems that the optimal number of lands in a deck is 4. Cutting the lands down to 24 averages to 6 per drafter, which should be sufficient to mitigate trainwrecking.
The cards added are kind of placeholders, as I still need to sift through the last couple of releases to see if there's anything I'm excited about.
I'm planning to make a couple more changes.
I meant to fix this up before it was featured, but better late than never.
Spirits weren't compelling to draft or play, so they were replaced with more generally useful cards.
Red was pretty strong, so there were a few nerfs. I also disliked how passively Thermo-Alchemist played, so that deck shifted toward prowess-style aggro.
More changes to come from Doctor Who and Ixalan.
I'm at CubeCon and some of the cards that I was going to use for this cube didn't show up, so I'm making the list match what I have.
I want this format to feel like a fast limited environment, in the vein of Amonkhet or All Will Be One. I'm still working out whether I want players to be able to actually draw cards or not, but I like the idea of card and tempo advantage being generated through combat tricks. To support this, I've made most of the other interaction Sorcery speed to minimize risk of conventional blowouts.