This is my favorite alternative form of Magic:

https://articles.starcitygames.com/articles/the-danger-room/

"I have a feeling that roughly 25% of games are decided by a player drawing too few lands, 25% of games are decided by a player drawing too many lands, 25% of games are decided by a player having a legitimate bomb not get answered immediately, and the last 25% of games are the ones that everybody hopes for where there is a ton of back-and-forth on both sides. I wanted to create a format that eliminated those unpleasant 75% of games that are unfulfilling and foster a format where ALL of the games were as interactive as possible."

My biggest beef with Magic isn't the lands system, but that the game is fundamentally stingy with cards, leading to many non-games, and/or turns where you pray for the right top-deck and don't get it.

(This is one major reason I play Netrunner instead, where your action economy can be spent on draw. You might have weak turns, but never non-turns.)

Given the huge cardpool, there's no real way to "fix" MtG that couldn't be exploited in the metagame (aside from limited, or social formats like Commander).

But that aside, I think there are two relatively minor fixes which would go a long way:

- You can spend your "land for turn" to exile the land instead, and draw a card.

- Before your starting draw, Scry 1.

Alternatively you give everyone a free mulligan and if they decide to start with <3 lands in their hand or no mana ramp that's on them.

My issue with guaranteed lands is that they remove the randomness of some lands. I am not guaranteed to get my "no maximum hand size" land and my rogue passage to make my creature unblockable in a typical game of commander. I have to plan for it by using stuff like expedition map.