Some notes:
Quote The way it is...
1. An infinite recurring strip mine doesn't matter when you can lose on turn 1.
An infinite recurring Strip Mine ALWAYS matters. You can't start building decks based on the option that you MIGHT face a brutal combo deck that MIGHT kill you turn one. Besides which, recurring Strip Mines hurt Dragon if it doesn't go off lightning quick.
Quote 2. No one is stopping you from also playing this card.
I realise that. I was exaggerating. I actually kinda like it. It's a nice challenge to get it to work consistently.
Quote 3. A three card combo in type 1? Isn't the standard 2?
Yah. And one of those 3 cards is restricted. I know. I wasn't saying this card was broken or anything; just pointing out that it isn't by any means a 'fun' card like the previous poster suggested (even if its power level would turn out to be on the low side, it's still not 'great fun' as it makes for lame combos that any kid can come up with).
Quote Is this card insanely powerful? Hell yes. Does that make it awesome? Yep. Broken? Sure, why not? But too cool for type 1?
You can still draw three cards for 1 mana right?
Nothing's too cool for type 1

Quote Considering Exploration/Wasteland/Dust Bowl are all legal in Extended, I really wonder if this card will make it through the design team intact. If they ban Tinker to increase player interaction in Extended, it doesn't make too much sense to print this as-is.
Looks like we're past that point. It's been through the works (unlike the past you-make-the-card....that one was neutered in an earlier stage). If it turns out to be too powerful, we'll have to rely on restrictions. Good as it may be, though, I doubt that it will come to that.
Either way, I'm kinda looking forward to turn 1: Mox Emerald -> Fastbond -> Workshop -> Crucuble + Zuran Orb -> Strip Mine
