And it's also neat with Life from the Loam and other recursion. Whereas if you're often running out of gas, having a land that can try to find something else might help you from guttering out. If your commander is The Scorpion God, for example, you'd probably be better off with an untapped land since you'll always have a place to put excess mana. The cycling ability can range from very useful to pretty meaningless, depending on how well your deck handles excess mana. If you don't have ABU duals, though, these go up significantly, and it's nice to be able to hit them when you have a fetch to crack but know you don't need the mana this turn. For one thing, they're dual typed, which makes them an additional option to hit with fetches, although if you've already got the shock and the ABU dual then you probably don't really need it, since by the time you've already fetched both you're probably doing fine on both of those colors, and would be better off hitting basics for hate protection. Synergies: fetches/dual-typed lands, not too many colorsĪlways entering tapped is a significant downside, but luckily these do a lot to make up for it. For average decks that either don't mind these as a tapland on T1, or waiting until later to play it untapped, though, the times these will bite you in 2-3 color decks is very rare. They also can't enter untapped as your first land, which can be a significant downside in very fast decks that need to hit plays on the early turns reliably. This is especially true if you don't have fetches, since most duals aren't land-typed. Unlike the BBD duals, these drop off significantly if you're playing more than 3 colors, though, since they're much less likely to enter untapped. Much like the BBD duals, these will enter untapped reliably in most decks, but otherwise offer few benefits aside from good fixing. Synergies: having enough people to play properly I'd always run them in 3 or fewer colors, but would probably only run the ones supporting my main colors is 4+ color decks. That said, they don't have any particular synergies. They'll enter untapped almost always, and if they game is down to 1v1 it's a good bet you've got a lot of lands and one entering tapped isn't a big deal. If you plan to play 1v1 these will drop off significantly, but in multiplayer they're very nearly no-downside duals. These are basically just ABU duals without the land typing. Synergies: fetches, basic type bonuses, not having ABU duals If you have fetches without ABU duals, though, you're probably running these at ABU dual frequencies, though. I'd probably always run all of these in 3 colors or less, and probably at least some in every multicolor deck, but how many I'd run in 4-5 color would depend on my color balance and how many fixing land slots I had. Without fetches or other type synergies, these would be just barely better than painlands really, but those synergies make them indispensable, especially if you're running fetches but don't have ABU duals. As with duals, their biggest benefit is their synergy with fetches. Strictly worse than the ABU duals in virtually all cases, but in a 40-life format it's a fairly minimal downside. But for anything 4 colors or less, I'd almost always run as many as possible. While these are certainly very good, I wouldn't necessarily always run all ten in a 5c deck, since they aren't always good topdecks in a deck where they only cover 40% of your colors. These are obviously very strong duals, having essentially no downside and tapping for 2 colors, but imo their biggest strength is how they perform with fetches. Synergies: dual-typed lands, land recursion, topdeck control, delve, landfall Any optimized deck should be running as many of these as possible - even many mono-colored lists can get benefits from them. Unlike every other land on this list, they're also resistant to nonbasic hate, since they can hit basics if you suspect hate is incoming. With dual-typed lands, these function as rainbow lands with a very modest life investment, but they're so much more - they also provide a shuffle, graveyard fuel, recursion potential, landfalls, sac triggers, and more. If you need proof, just look at competitive formats, where these consistently dominate. (E) = enemy only cycle (wedges for trilands)Įxpensive, but unequivocally the best. (F) = friendly only cycle (shards for trilands) I'm going to rank on the assumption of minimal synergy, but I'll point out circumstances where these lands could be better than I've ranked them. That way everyone can disagree, and we can all waste a lot of time while we're sitting inside quarantined/paranoid. So I went through every land cycle I could find, and ranked them. We've gotten land cycles occasionally in RCotD, but thanks to the "otD" part, it never really gets as deep as I'd like.
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