I'm going on the assumption you intend this to be a full cycle of 10 duals.
Positives: These seem balanced but not very strong (I'll get to that) and don't have any rules issues.
As a drawback its.. odd, primarily because lands without mana abilities really don't exist anymore aside of Fetch lands/Evolving wilds. Since Ice Age, only two lands have been printed w/o mana abilities that didn't sac to fetch something - Dark Depths and Eye of Ugin. The Latter still helped "pay for" things and the former was a throwback to Ice Age, so finding ways to effectively meet the untap condition are going to be difficult.
This makes their play pattern hard to maximize: Do I play a fetch land and then wait to crack it so I can get one of these untapped next turn?
I'm not sure why you're calling the "Reinforcement" lands either.
Adding "T: Add C" is going to be meaningless is almost every situation, so unless you are planning on putting this in a set like Oath of the Gatewatch it will just be clutter on the card.