From another direction, Mind Rot reduces the cards in your opponents hand to give you card advantage, yet has nothing to do with card draw
I play this in Syr Konrad, the Grim, and effectively drawing a new hand for five mana is a steal
However, since I am not aiming to fill the graveyard at lightning speed, it takes quite a bit of time, and I will be looking for opportunities to play Xande while interacting with counterspells and removal
While a four-mana 8/8 reach with evasion isn't exactly broken in Modern, and it is annoying that its backside's mana value is two, which means it dies to things like Fatal Push, March of Otherworldly Light, and Prismatic Ending, the opponent will lose the game super quickly if they don't have an immediate answer
That means it can only be blocked with two or more Creatures, and when its dealing no damage, thats not really worth it
Fabled Passage is a strictly better Evolving Wilds/Terramorphic Expanse, and I would encourage people to consider running some amount of fetch lands, even slower/cheaper ones, as they can be recurred fairly easily, help to fix mana, and can trigger certain abilities for sacrificing permanents or permanents leaving play