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Fetch lands
Fetch lands









fetch lands

Flood plain, Bad River, Grasslands, Mountain Valley, and Rocky Tar Pit enter play tapped, but can then be sacrificed to fetch a basic land of either type of land type. However, Mirage had a very reasonable set of fetch lands. These cards are extremely pricey and not typically something someone on a tight budget can afford. When people think of fetch lands everyone immediately thinks of the Zendikar fetch lands ( Arid Mesa, etc). These lands run for approximately $0.75 a piece on Three Kings Loot but can be found at local game shops for about $0.50 a card, making them very inexpensive and perfect for a casual player. It is even possible to recur these lands and gain the benefit a second time with creatures such as Kor Skyfisher or Emancipation Angel making for a little extra benefit from these lands. Also, in a deck where you may be running 4 or more of these lands in your multi-coloured deck you may fine yourself with a 20-30% increase in you life total, which is actually very sizable. This may sound like a minor benefit, but any benefit is better than simply coming into play tapped. What sets these a little bit ahead of a guildgate is the fact that when the land enters play you can gain a life. Again, these were allied colour combinations (G/W, W/U, B/U, R/G, B/R) where the land came into play tapped. Since these have rotated out of Standard there is likely no rush to pick them up, so unless you suddenly get the urge to test out your latest deck at a Modern event you should be just fine to gradually collect these to help defray the cost over a period of time.Īnother cycle of inexpensive dual lands that is a little older are the Zendikar “Life Gain” lands. These can add up quickly to a costly investment, but their versatility and ability to come into play untapped may make these appealing.

fetch lands

Three Kings Loot has them listed for anywhere from $1.99 to $5.99 a card. The other nice thing is that since they saw a number of print runs the cost of picking them up can be quite a bit lower than other dual lands. These lands balanced the need for access to both colour mana and had a suitable drawback without making them undesirable to play such that they were extremely popular. These were lands of typical allied colours (W/U, R/G, B/U, G/W, B/R) and came into play tapped unless you controlled a basic land of the required colours.

Fetch lands series#

This makes them eminently affordable and can help greatly to smooth out the mana hiccups.įor a number of years Core Sets had a series of lands affectionately called“Buddy Lands”. Each guildgate runs for about $0.25 on Three Kings Loot but can often be found in boxes at game shops for a dime. Each guildgate enters play tapped which is a dilemma if you are looking to have untapped lands, but played strategically can be a nice addition to a deck.

fetch lands

The nice thing is that all 10 colour combinations have access to a guildgate making them very versatile and readily accessible for decks looking to access the mana of both colours. The cheapest and easiest dual lands is the guildgates from the Return to Ravnica. So, how do you balance the need to have access to the correct lands without putting a hole in your pocket? Today I will go through some of the options that a casual player can use without mortgaging your home (again) but can still make your decks fun and relatively competitive when you sit down to play. If you were to review the mana base for many top tier decks, the value of the lands that are being run in the deck are often the most prohibitive part of replicating the deck yourself, or of brewing up something that is just as competitive. However, the price tag on these lands can be staggering. Players want access to both colours of mana and modest tradeoffs are perfectly acceptable.Īs a casual player, I fully appreciate the need for access to the right mana and dual lands are certainly the way to go. Other dual lands of varying nature have been printed, all with differing drawbacks, but yet these too have seen their value climb.

fetch lands

As time has passed these lands have been revealed to be tremendous assets and greatly increase the consistency of decks and thus have climbed in value to the point that only the most ardent of collector or the most competitive of players are prepared to pick them up. They were just like any other land except they produced mana of both colours. In its original form Magic had dual lands.











Fetch lands