The Tundra is a true Desert Cube, where there is no land box and players are required to draft every land that they play, including basic lands! The entire Cube is drafted by 8 players, in the standard eight packs of fifteen card fashion. This means that you'll only be able to cut 5 total cards from your deck, so you'll want to figure out what colors you're drafting quickly! Tools like Arcum's Astrolade and Cogwork Librarian are there to smooth the draft experience over some, but if you're not careful a stinker or two might be making your maindeck!
Every card in The Tundra is present in some multiple of three copies, and cards either scale in multiples with effects like Kindle and Accumulated Knowledge specifically caring about how many copies of that specific card you drafted, scale more indirectly with the energy mechanic being heavily represented, or care about the general existence of multiples with Maelstrom Pulse functioning quite differently here than it does in singleton Cubes!
Every land in The Tundra is a snow land, and a small selection of non-land snow cards makes snow something of a theme of the Cube, amplifying the power of cards like Scrying Sheets.
With 141 lands in the Cube, that's enough for every player to draft and play 17 with five lands leftover. There are reasons that decks might want to shave a land or play an extra, but in general I advise keeping track of how many lands you have drafted as you go!
In most of my designs I stick strictly to singleton, but The Tundra is an exercise in what a satisfying draft experience that breaks singleton looks like to me. I will disclose that the 360-card environment is as of now untested, but that the draft experience and gameplay have far exceeded my expectations for The Twobert environment that I scaled up to 360 cards to craft this Cube (https://cubecobra.com/cube/list/58f65b06-c0d4-43a4-aa7a-b720dee62cf4).