Carrying on from this thread, and the discussion it generated...
So, given that we're all in the multiplayer realm, it's fairly obvious that we're playing on kitchen tabletops, not the PTQ feature table. And with that comes budgets. Not everyone is going to be able to splash for a pack-mint playset of Revised duals. So what are the alternatives? Let's go through them. I'll list them, you tell me your faves and preferences.
Laying this out nicely, incase we want to sticky this thread some day. If you think this could be laid out a little more intuitively, let me know - for now, I've put this under multiple sblocks, as the bottom bracket is monstrous, and I'd rather not have you all having to fight past a wall of text to read comments. Currently ordered by cost, high to low. Prices are current median price on TCGPlayer as of this post (for the uninitiated, an average across about fifty online stores, which seems to match MOTL prices fairly well also).
Pros: Comes into play untapped. Guaranteed both colours of mana on the second turn. Rumours of a reprint in Modern Masters may see these become cheaper.
Cons: Needs a second land next to it to work. Cannot give coloured mana on the first turn. The Eventide enemy-colur copies are particularly expensive (as they are one of the few options available in Modern).
$12. Both red and green mana on the first turn with little drawback. Combo with Punishing Fire has made this a Modern staple (and its price has gone nuts accordingly). Hilarious in a Kavu Predator deck. Shiny alt-art copies available from FtV:Realms.
$8.50-9 for either Tempest or Shadowmoor versions. Still one of the gold standard non-basics, though not good in an opening hand. Surprisingly yet to become heinously expensive despite being Modern-legal (and therefore very good for its price point).
Pros: Can come in untapped. The core set allied duals have now been reprinted enough that they are serious budget options. The new Innistrad copies are still relatively high in price due to being the current Standard flavour of the month, but should drop to a similar level over time.
Cons: A glorified Invasion dual land in a deck with a lot of nonbasic land.
Pros: Capable of coming in untapped and giving colours on the first turn. Acts like a full dual land early. A somewhat decent budget option now that Scars has rotated.
Cons: In most situations, acts like an expensive Invasion dual land. Given that multiplayer games inevitably run longer, these are less effective in this environment. Better options available for cheaper prices.
Pros: Comes in untapped. Both colours on the first turn. Relatively cheap (only Shivan Reef is over $3). Easily available due to basic set reprints (particularly the Ice Age painlands, which appear in 6th Ed - 10th Ed).
Cons: Unable to produce coloured mana without pain. Other lands in the same price range are probably better.
Cons: Situational. Outside of the appropriate tribal deck, they become glorified Invasion dual-lands. Primal Beyond in particular is useless outside of an Elemental deck. Murmuring Bosk has become a little more expensive than the others.
Pros: Brilliantly cheap for their function. Guaranteed three colours on the second turn, which is more than enough for most decks. Strictly better than the Invasion duals. Pretty copies of FNM foil Savage Lands are available cheaply too.
Pros: Exceptional in a dual colour deck where one of the colours is black. Very good for its price. Amazing next to Urborg, Tomb of Yawgmoth . Immune to Modern-induced price rises, so will likely remain budget.
Cons: Needs a swamp in play next to it for full benefits. Not good in a deck with many nonbasic lands.
Pros: Guaranteed three colours on the second turn. Good with some of the common Zendikar lands that have enter-the-battlefield effects. Somehow becoming even cheaper (likely because they're not Modern-legal).
Pros: The cheapest fetches money can buy. Not limited to basic land, so they can fetch Revised Duals and Ravnica shocks. Don't have to pay life to use them. Flood Plain and Grasslands have some cheap and easy-to-find modern-bordered reprints from Duel Decks.
Cons: Enters the battlefield tapped, so slow to use.
Pros: Really cheap. Capable of both colours on the first turn. Can give colourless mana without drawback. Strictly better than the Ice Age depletion lands they were based on, despite being half the cost.
Cons: ...and nasty. Can't produce coloured mana until turn two. Can't produce two of the three colours until turn three. Slow and expensive to use. For some reason, these have gone up in price over the last twelve months (probably due to the increase in the overall player base, and having new players looking for budget dual options)... don't be fooled by these, they're not worth the 25c you're shelling out for them. There are far better options available at the same price point.
Pros: Ridiculously cheap. Comes into play untapped. The land you want second turn (albeit after a land drop). Can give mana on the first turn (albeit colourless). Can fetch three different basic land types, as opposed to the more common two.
Cons: Needs another land to work alongside. Slower than traditional fetch lands. Limited to basic lands (so can't fetch Revised Duals and Ravnica shocks).
15c - 30c. The basic land you want, the same turn. Common, and yet better than half the fetches printed. If they ever print a version that brings the land into play untapped, it'll easily be a $20 card.
15 - 25c. A turn's pain, followed by many turns of joy. While essentially losing two mana the turn it comes into play, eating this for a turn is more manageable in multiplayer, so it is strictly better in this environment.
Now I can reply to my own wall of text. I am becoming more and more of a fan of the Shadowmoor filter lands. Judging by using the few that I have, having to wait for a second land to end up alongside them is a small price to pay in a multiplayer environment. Of course, they're a little bit more expensive than the old favourites...
... the Shards tri-lands and the Invasion duals have long been staples in my decks. But having to wait that turn to untap them... maybe I'm getting impatient in my old age or something.
Saves a lot of us the work of going through all the lands in gatherer everytime we want to build a new deck. (Yes, I pretty much always do that just to check that I am playing the right lands for the deck).
edit: missed the comment on still needing to do the common lands.
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A pro of the Snow-duals is that they can be fetched with Into the North ; not the greatest bonus, but nice, considering how few cards fetch nonbasics that do not also count as Forests or other land types.
I just wanted to say that my experiences with Murmuring Bosk in a non-treefolk deck have been awesome. Despite that fact that it will always come into play tapped, the three colors of mana it gives you access to makes it solid. The land is also a Forest, which can get you tons of advantages/way to actively search for it.
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Now that I've typed the whole thing out, the ones that really surprised me in terms of their budgetness... The Tainted cycle of lands. The Zendikar Refuges. Exotic Orchard . Gee these bad boys are good for their price. Especially the Tainted lands - if you already have a swamp out (or Urborg, Tomb of Yawgmoth !), they act, behave and even smell like dual lands.
I just noticed that Grove of the Burnwillows ' price has fallen into the second category. It's price range on Blackborder.com is now $2.75 - $4.94 (average is $3.53). It also might be good to mention its interaction with Punishing Fire to repeatedly stock your hand with burn.
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