A desert-inspired cube, the only basic lands you have access to are Wastes, and you must draft the rest. Draft three packs of 17 cards.
In the wasteland, drafting lands matters, and mana fixing comes at a cost.
In this cube, manafixing is scarce. You must draft all lands you play other than Wastes. You will draft a total of 51 cards, so you have a little wiggle room, but you'll definitely be playing some Wastes. Let's break down the lands in the cube.
Core lands are reliable sources of colored mana. (These are the lands sorted under their color, multicolor, or lands, depending on their function.)
There are 48 lands that are "unconditionally playable" color sources. These are the most widely desirable lands.
There are 30 lands that are inefficient or have drawbacks, but will be powerful in your colors. They won't be high picks for anyone outside your color combination, but you'll be able to make the most of them.
Assuming nobody is playing mono-colorless, and every player is playing a unique color or color pair:
Auxiliary lands can't consistently produce colored mana. (These are the lands sorted under colorless.)
There are a few lands that can produce colored mana once, but will only produce colorless mana later, such as Crumbling Vestige. These are most desirable to 2-color decks.
There are a few lands that can produce colored mana with a condition, such as Corrupted Crossroads and Spire of Industry.
There are several colorless utility lands. You may note that these are quite powerful - Ancient Tombs and Urza's Sagas compared to lands with major downsides. Taking these lands is its own downside, as colors are already scarce. These are most desirable to colorless decks, followed by monocolor decks.
Mono-colorless is a supported archetype but should not be stronger than colorful archetypes.
Monocolor and two color are both supported.
Many modal cards with a worse way of playing that costs colorless mana. Color screw should be real but not game-ending.
Double- and triple- pip cards and multicolor cards are especially powerful due to the difficulty of casting them.
General support cards:
Cards that reward you for playing mono-colorless
Cards that reward you for playing monocolor
Supported draft archetypes include:
Eldrazi kindred, Artifacts matter, Aristocrats, Equipment, Cycling matters, Morph and Manifest, Blink
Hate cards:
Colorless hate cards
Eldrazi hate cards
Artifact hate cards
Multicolor hate cards
Nonbasic land hate cards