Yeah fixing doesn't change anything fundamentally about how I feel like peasant games should play it, it just allows players to actually play their spells. A wrath on the other hand would force people to change their play patterns for example. And lands are absolutely printed at rare because of money reasons.
As for aggro, I think it is very viable, you just need to make sure to support it properly. Mono-color is definitely viable as long as you have enough density of 1 and 2 drops in the colors you want to support. However, dual color aggro throws out a lot of the benefits of aggro if you don't have good fixing. The strength of aggro comes from consistency and efficiency, you get to play your 1 and 2 drops out early and start beating down right away. It gets a lot worse if you don't have one of your colors and you miss out on being able to play a one drop on turn one.
Yeah personally, I think having 3-4 land cycles at 360-400 card range is a good idea, it just gives people a much better chance of getting the fixing they need, and people never really have problems getting playables in cube anyway.
I've been testing Fetches with no duals/shocks, and they have been about what I had expect. Kinda nice for random things like Delve, Escape and Shuffling, but in all honesty, worse than any of the other rare cycles I've tried (painlands, checklands, fastlands). This is because they can only get one of the colors, which can make it a lot worse in a 3 or 4 color deck.
I think I will trade out the fetches for shock lands, as they just provide better fixing, and don't require people to have to shuffle.
I've added rare lands to my cube and I'm very happy with it. I was just always so frustrated with the mana fixing coming into play tapped and being so bad in aggressive decks. In the end I want decks to be able to play their cards on curve and rare fixing has allowed for that to be the case.
I'm mostly just avoiding the duals+fetches combo and anything that feels like it has to be rare, like man lands. Duals+Fetches I think is just too powerful for peasant, and would lead to people pretty much always first picking a dual or fetch.
https://cubecobra.com/cube/list/djredpeasant
As for aggro, I think it is very viable, you just need to make sure to support it properly. Mono-color is definitely viable as long as you have enough density of 1 and 2 drops in the colors you want to support. However, dual color aggro throws out a lot of the benefits of aggro if you don't have good fixing. The strength of aggro comes from consistency and efficiency, you get to play your 1 and 2 drops out early and start beating down right away. It gets a lot worse if you don't have one of your colors and you miss out on being able to play a one drop on turn one.
https://cubecobra.com/cube/list/djredpeasant
I've been testing Fetches with no duals/shocks, and they have been about what I had expect. Kinda nice for random things like Delve, Escape and Shuffling, but in all honesty, worse than any of the other rare cycles I've tried (painlands, checklands, fastlands). This is because they can only get one of the colors, which can make it a lot worse in a 3 or 4 color deck.
I think I will trade out the fetches for shock lands, as they just provide better fixing, and don't require people to have to shuffle.
https://cubecobra.com/cube/list/djredpeasant
I'm mostly just avoiding the duals+fetches combo and anything that feels like it has to be rare, like man lands. Duals+Fetches I think is just too powerful for peasant, and would lead to people pretty much always first picking a dual or fetch.
https://cubecobra.com/cube/list/djredpeasant