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Switch to Forum Live View Budget Duals and Fetches in Multiplayer
3 years ago  ::  Jun 17, 2010 - 9:14PM #1
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
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).

Last Price Update: 20th Dec 2012

More Than $5


Spoiler: Show

Onslaught/Zendikar Fetch Lands Show
                                                                  
Bloodstained Mire The Cards: Arid Mesa , Bloodstained Mire , Flooded Strand , Marsh Flats , Misty Rainforest , Polluted Delta , Scalding Tarn , Verdant Catacombs , Windswept Heath , Wooded Foothills .

The Cost: $20 - $56 for the Onslaught copies, $17 - $32 for the Zendikar enemy fetches. And let's not talk about foils.

Pros: The basic land you want, first turn. Great with landfall. Fetch original duals and Ravnica shocks.

Cons: Clearly the most expensive option available. Good luck getting a playset, especially now that the Zendikar fetches are becoming popular in Modern.



Ravnica-Block Shock Lands Show
                                                                  
Watery Grave The Cards: Blood Crypt , Breeding Pool , Godless Shrine , Hallowed Fountain , Overgrown Tomb , Sacred Foundry , Steam Vents , Stomping Ground , Temple Garden , Watery Grave .

The Cost: $14-25 for the original Ravnica-block copies. $9-12 for those printed so far in Return to Ravnica.

Pros: Can come in untapped. Both colours on the first turn. Counts as basic land types. Becoming cheaper now that they've been reprinted.

Cons: Still somewhat expensive - not likely to drop further, given that the allied colour copies are the first choice in Modern (as the Onslaught fetches aren't Modern legal).



Shadowmoor-Block Filter Lands Show
                                                                    
Twilight Mire The Cards: Cascade Bluffs , Fetid Heath Fire-Lit Thicket , Flooded Grove Graven Cairns , Mystic Gate , Rugged Prairie , Sunken Ruins , Twilight Mire , Wooded Bastion .

The Cost: $3 - $15

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).


Individual Cards Show
                                       
Cavern of Souls Around $21. Wonderful five-colour tribal land. Unlikely to drop too far once it rotates, as it has so many homes in eternal and casual formats.
Glimmervoid Around $13. Price has gone bananas thanks to Modern (and the artifact combos available to it, post-Scars). Situational, but great in the right deck.
Grove of the Burnwillows $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.
Horizon Canopy A little over $9. Getting played in Modern, and has therefore had a significant price-rise. Really good with Crucible of Worlds .
Reflecting Pool $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).
Undiscovered Paradise Around $7.50. Definitely not budget, and definitely not a card that inspires land advantage, but deservedly has an excellent reputation.
Thawing Glaciers Around $6.50. The ultimate fetch land. Fantastic with landfall, and budget in comparison to how it was priced a few years back. Well worth its price.
Tarnished Citadel Around $5. A bad City of Brass that can be used the turn it comes into play. Now dropping again following a massive price spike, presumably due to being played in Dredge and EDH.
Forbidden Orchard Around $5. No longer works with Brand , but has a limitation you can work around easily. Dropping in price, and available as a shiny reprint with gorgeous art thanks to FtV:Realms.
Lotus Vale Around $5. Takes a good three turns to get on the table, and is vulnerable to return-to-hand effects, but very good once in play.




$2 to $5


Spoiler: Show

Core Set/Innistrad Neo-Duals Show
                                                                   
Glacial Fortress The Cards: Clifftop Retreat , Dragonskull Summit , Drowned Catacomb , Glacial Fortress , Hinterland Harbor , Isolated Chapel , Rootbound Crag , Sulfur Falls , Sunpetal Grove , Woodland Cemetery .

The Cost: $2.50 - $10

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.


Scars of Mirrodin Duals Show
                                                                  
Darkslick Shores The Cards: Blackcleave Cliffs , Copperline Gorge , Darkslick Shores , Razorverge Thicket , Seachrome Coast .

The Cost: $2 - $5.

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.


Worldwake Man-Lands Show
                                                                     
Stirring Wildwood The Cards: Celestial Colonnade , Creeping Tar  Pit Lavaclaw Reaches , Raging Ravine Stirring  Wildwood .

The Cost: $1 - $3

Pros: A land that can become a dude. Good with Wrath effects. Finally becoming a good budget option now (especially the non-blue copies, which are all under $2).

Cons: Comes into play tapped. Vulnerable to creature removal when activated.


Pain Lands Show
                                                                  
Shivan Reef The Cards: Adarkar Wastes , Battlefield Forge , Brushland , Caves of Koilos , Karplusan Forest , Llanowar Wastes , Shivan Reef , Sulfurous Springs , Underground River , Yavimaya Coast .

The Cost: $1.50 - $4.50.

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.


Individual Cards Show
                                     
City of Brass Around $4-5, assuming you don't want the original Arabian Nights version ($50 if you do!). The ultimate painland.
Gemstone Mine Around $4. What Vivid lands wish they were. Mana of any colour on the first turn. Very good, especially with proliferate.
Thran Quarry Around $3.50. Weak in an environment heavy with Wrath effects, but brilliant outside of that. Steadily dropping in price.
Crystal Quarry Around $3.50. Slow to provide colours, but great for rainbow decks (and Legacy Weapon or Door to Nothingness ).
Pillar of the Paruns $2.70. Fantastic in gold decks, horrid elsewhere.
Command Tower Around $2.60. The EDH rainbow land. If Commander is your game, this is actually turning into a pretty good budget option, considering what it does.
Nimbus Maze $2.35. Essentially a powered-down Glacial Fortress nowadays, but still a good colour-fixer. Rising slightly thanks to Modern.
River of Tears $2.30. Comes into play untapped and gives you both colours on the second turn. If they printed a cycle of these, there wouldn't be too many unhappy people. Dropping in price, too.
Tendo Ice Bridge Around $2. Was a horrid one-shot Vivid land before proliferate gave it a new lease on life. Now dropping back to where it should be.




$1 to $2


Spoiler: Show

Lorwyn-Block Tribal Lands Show
                                                                   
Murmuring Bosk The Cards: Ancient Amphitheater , Auntie's Hovel Gilt-Leaf Palace , Murmuring Bosk , Primal Beyond Secluded Glen , Wanderwine Hub .

The Cost: 80c - $3.50.

Pros: Can come in untapped and give both colours on the  first turn. Relatively cheap (especially Ancient Amphitheater and Primal Beyond , which are now very, very budget - only Murmuring Bosk is over $2). Murmuring Bosk is capable of three colours on the first turn, Primal Beyond of all five.

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.


Odyssey Signet Lands Show
                                                       

Mossfire Valley The Cards: Darkwater Catacombs , Mossfire Valley Shadowblood Ridge , Skycloud Expanse , Sungrass Prairie .

The Cost: $1 - $2.50.

Pros: Cheap - a good budget option that is immune to Modern-induced price rises. Guaranteed two colours on the second turn.

Cons: Needs a land alongside it to work. In most cases, worse than the Shadowmoor-block filter lands.



Alara Tri-Lands Show
                                                                     
Arcane Sanctum The Cards: Arcane Sanctum , Crumbling Necropolis Jungle Shrine , Savage Lands Seaside Citadel .

The Cost: $1.20 - $1.90.

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.

Cons: Comes into play tapped.



Torment Tainted Lands Show
                                                                       
Tainted Field The Cards: Tainted Field , Tainted Isle Tainted Peak , Tainted Wood .

The Cost: 90c - $1.50.

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.



Individual Cards Show
                                     
Ancient Ziggurat Around $1.75. Not as good as Exotic Orchard , which is also from Conflux, but still very useful in the right decks. Shiny copies from FNM and the Slivers deck available for around $2.
Grand Coliseum Around $1.60. The poor man's City of Brass , but can give you colourless mana without pain. Not too bad.
Springjack Pasture Around $1.45c. Slow, but funny.
Forsaken City Around $1. Situational, but good in the right deck, particularly with Seedborn Muse or Awakening .
Meteor Crater Around $1. Powered-down Reflecting Pool isn't great in an opening hand, but is excellent later on.
Exotic Orchard Around $1. Like Fellwar Stone , it improves greatly in multiplayer. A good budget option. Reprinted in Planechase 2012.






Less Than $1


Spoiler: Show

Lorwyn Vivid Lands Show
                                                                          
Vivid Grove The Cards: Vivid Crag , Vivid Creek ,   Vivid Grove , Vivid Marsh Vivid Meadow .

The Cost: 70c - $1.

Pros: Capable of producing any colour. Shiny copies from Slivers foil deck available cheaply and easily, as well as Commander reprints. Good with proliferate.

Cons: Enters the battlefield tapped. Only able to produce all colours for a limited time.



Coldsnap Duals Show
                                                                      
Tresserhorn Sinks The Cards: Arctic Flats , Boreal Shelf Frost Marsh , Highland Weald Tresserhorn Sinks .

The Cost: 65c - 95c.

Pros: Guaranteed two colours on the second turn. Fetchable with Into the North . Pays costs!

Cons: Comes into play tapped. More expensive than the Guildgates.



Planeshift Lairs Show
                                                                        
Treva's Ruins The Cards: Crosis's Catacombs , Darigaaz's Caldera ,   Dromar's Cavern , Rith's Grove Treva's Ruins .

The Cost: 65c - 80c.

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).

Cons: Bounce a land as it enters the battlefield.



Tempest Pain Lands Show
                                                                    
Scabland The Cards: Caldera Lake , Pine Barrens , Salt Flats , Scabland Skyshroud Forest .

The Cost: 55c - 65c.

Pros: Cheap. Colourless as well as coloured mana. Works on its own.

Cons: Strictly worse version of the enemy painlands from Apocalypse. Comes into play tapped.



Invasion Duals Show
                                                                        
Coastal Tower The Cards: Coastal Tower , Elfhame Palace ,   Salt Marsh , Shivan Oasis Urborg Volcano .

The Cost: 40c - 65c.

Pros: Guaranteed two colours on the  second turn. Reprinted in 8th Ed and duel decks, so easy to find. Reprints from Planechase or Phyrexia vs. Coalition are especially cheap and easy to pick up.

Cons: Comes into play tapped. Strictly worse than the Guildgates and Snow Duals.



Mirage Fetch Lands Show
                                                                     
Rocky Tar Pit The Cards: Bad River , Flood Plain , Grasslands , Mountain Valley Rocky Tar Pit .

The Cost: 25c - 50c.

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.



Ice Age Depletion Lands Show
                                                                     
River Delta The Cards: Land Cap , Lava Tubes , River Delta Timberline Ridge , Veldt .

The Cost: Around 40c.

Pros: Really cheap. Mana of either colour on the first turn.

Cons: Slow once they are in play. Strictly worse  version of the uncommon lands from Tempest and Kamigawa block.



Zendikar Refuges Show
                                                                      
Graypelt Refuge The Cards: Akoum Refuge , Graypelt Refuge , Jwar Isle Refuge Kazandu Refuge , Sejiri Refuge .

The Cost: 30c - 50c.

Pros: Strictly better than the Invasion duals, and cheaper. Some even available as reprints from special decks.

Cons: Enters the battlefield tapped.



Time Spiral Storage Lands Show
                                                                    
Molten Slagheap The Cards: Calciform Pools , Dreadship Reef , Fungal Reaches , Molten Slagheap Saltcrusted Steppe .

The Cost: 25c - 35c.

Pros: Very cheap. Capable of producing large amounts of coloured mana. Great with Doubling Season and proliferate. Some available as Commander reprints.

Cons: Needs another land alongside to work. Slow to use.



Ravnica-Block Bounce Lands Show
                                                                      
Izzet Boilerworks The Cards: Azorius Chancery , Boros Garrison Dimir Aqueduct , Golgari Rot Farm , Gruul Turf , Izzet Boilerworks , Orzhov Basilica , Rakdos Carnarium , Selesnya Sanctuary , Simic Growth Chamber .

The Cost: 30c - 50c.

Pros: Very  cheap. Produces double mana, so gives the illusion of playing with more land than you actually are. All available as a multitude of Archenemy, Commander or Planechase reprints.

Cons: Needs another land alongside  to work. Comes into play tapped.



Tempest / Kamigawa Depletion Lands Show
                                                                   
Rootwater Depths The Cards: Cinder Marsh , Cloudcrest Lake , Lantern-Lit Graveyard , Mogg Hollows Pinecrest Ridge , Rootwater Depths , Thalakos Lowlands , Tranquil Garden , Vec Townships , Waterveil Cavern .

The Cost: 20c - 25c.

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: Slow to use once out.



Homelands Filter Lands Show
                                                                     
Aysen Abbey The Cards: An-Havva Township , Aysen Abbey , Castle Sengir Koskun Keep , Wizards' School .

The Cost: 25c - 30c.

Pros: Really, really cheap...

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.



The Guildgates Show
                                                                       
Golgari Guildgate The Cards: Azorius Guildgate , Golgari Guildgate Izzet Guildgate , Rakdos Guildgate , Selesnya Guildgate (plus the other five dropping in Gatecrash come February 2013).

The Cost: 20 - 25c.

Pros: Really, really cheap. Fetchable with Gatecreeper Vine . Strictly better than the Invasion duals (and cheaper too).

Cons: Comes into play tapped.



Invasion Sacrifice Lands Show
                                                                       
Tinder Farm The Cards: Ancient Spring , Geothermal Crevice Irrigation Ditch , Sulfur Vent , Tinder Farm .

The Cost: Around 20c.

Pros: Really, really cheap.

Cons: Comes into play tapped. Sacrifices to give what is essentially two enemy colours' worth of mana. Really only useful in Shards-style tricolour decks.



Shards of Alara Panoramas Show
                                                                         
Naya Panorama The Cards: Bant Panorama , Esper Panorama , Grixis Panorama , Jund Panorama , Naya Panorama .

The Cost: Around 15c.

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).



Odyssey Sacrifice Lands Show
                                                                           
Seafloor Debris The Cards: Abandoned Outpost , Bog Wreckage , Ravaged Highlands , Seafloor Debris , Timberland Ruins .

The  Cost: 13c - 14c.

Pros: Ridiculously cheap. Capable of any colour of mana on the second turn.

Cons: Comes into play tapped. Essentially a very bad Vivid land.



Individual Cards Show
                                     
Gemstone Caverns Around 90c. Good for zero-turn kills, and that's about it.
Mirrodin's Core Around 70c. Capable of producing all five colours, but takes two turns to do so each time. Good with proliferate.
Rainbow Vale Around 50c. Essentially a worse Lotus Petal in multiplayer.
Krosan Verge Around 45c. An interesting budget fetch. Reprinted in Archenemy and Planechase 2012.
Riftstone Portal Around 40c. Situational, but good if you have ways of discarding it. Not that that's easy in a green/white deck.
Archaeological Dig Around 40c. Better than Rainbow Vale . Just.
Rhystic Cave Around 25c. From Prophecy. And therefore, not worth the cardboard it's printed on.
Terramorphic Expanse / Evolving Wilds 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.
Terminal Moraine Around 20c. The poor man's Terramorphic Expanse ,but can at least give you colourless mana before you fetch.
Rupture Spire / Transguild Promenade 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.
Unstable Frontier Around 20c. Kind of, sort of a five-colour land. Needs another land next to it to work, but not bad considering its price.
Henge of Ramos / School of the Unseen Around 20c. Slow. For use when you really have no other land to manafix with.
Shimmering Grotto 10 - 15c. Half the price of Henge of Ramos , and probably twice as good.



~ Guides I Have Been Silly Enough To Write ~
Budget Duals and Fetches in Multiplayer
CadaverousBl00m's Guide To Multiplayer Artifice
Multiplayer Tribal Format

~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
Kitchen Table Pricewatch: Rise of the Eldrazi Post-Rotation
Kitchen Table Pricewatch: Worldwake Post-Rotation
Kitchen Table Pricewatch: Zendikar Post-Rotation

Multiplayer Best-Of-Set Vote Threads Show
Now Playing... Show
Previous Multiplayer Concoctions Show

Elemental, My Dear Watson (Rainbow Elementals)
Watch The Little Birdies! (Bird Tribal with Proliferate)
Kavu Kavu Kavu Banana ( Kavu Predator aggro)
Faerie Bleeder (The "Death By A Thousand Cuts" Faerie deck)
Braaiiins! (Mono-black Zombie control)
Verhexterring ( Jinxed Ring / Grave Pact )
Flourishing Blowflies ( -1/-1 Counters)

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3 years ago  ::  Jun 18, 2010 - 1:05AM #2
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
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.
~ Guides I Have Been Silly Enough To Write ~
Budget Duals and Fetches in Multiplayer
CadaverousBl00m's Guide To Multiplayer Artifice
Multiplayer Tribal Format

~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
Kitchen Table Pricewatch: Rise of the Eldrazi Post-Rotation
Kitchen Table Pricewatch: Worldwake Post-Rotation
Kitchen Table Pricewatch: Zendikar Post-Rotation

Multiplayer Best-Of-Set Vote Threads Show
Now Playing... Show
Previous Multiplayer Concoctions Show

Elemental, My Dear Watson (Rainbow Elementals)
Watch The Little Birdies! (Bird Tribal with Proliferate)
Kavu Kavu Kavu Banana ( Kavu Predator aggro)
Faerie Bleeder (The "Death By A Thousand Cuts" Faerie deck)
Braaiiins! (Mono-black Zombie control)
Verhexterring ( Jinxed Ring / Grave Pact )
Flourishing Blowflies ( -1/-1 Counters)

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3 years ago  ::  Jun 18, 2010 - 2:31AM #3
helphelpe
Date Joined: Jun 26, 2004
Posts: 974
STICKY!!!

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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3 years ago  ::  Jun 18, 2010 - 5:44AM #4
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,149
Definitely sticky this.

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.

A pro of the damage-dealing lands, like Tarnished Citadel , is the situational advantage caused by taking damage.  Examples being decks built around Darien, King of Kjeldor and Searing Meditation .

Thank you for taking the time to do this, CadaverousBl00m.

Cheers!
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3 years ago  ::  Jun 20, 2010 - 7:50PM #5
FearOfTheDark
Date Joined: Oct 2, 2006
Posts: 1,364
Thanks a lot for doing this CadaverousBl00m. 

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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3 years ago  ::  Jun 20, 2010 - 11:14PM #6
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
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.
~ Guides I Have Been Silly Enough To Write ~
Budget Duals and Fetches in Multiplayer
CadaverousBl00m's Guide To Multiplayer Artifice
Multiplayer Tribal Format

~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
Kitchen Table Pricewatch: Rise of the Eldrazi Post-Rotation
Kitchen Table Pricewatch: Worldwake Post-Rotation
Kitchen Table Pricewatch: Zendikar Post-Rotation

Multiplayer Best-Of-Set Vote Threads Show
Now Playing... Show
Previous Multiplayer Concoctions Show

Elemental, My Dear Watson (Rainbow Elementals)
Watch The Little Birdies! (Bird Tribal with Proliferate)
Kavu Kavu Kavu Banana ( Kavu Predator aggro)
Faerie Bleeder (The "Death By A Thousand Cuts" Faerie deck)
Braaiiins! (Mono-black Zombie control)
Verhexterring ( Jinxed Ring / Grave Pact )
Flourishing Blowflies ( -1/-1 Counters)

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Cancel
3 years ago  ::  Nov 16, 2010 - 1:02AM #7
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295

Added the Scars lands for your enjoyment.
Probably need to update the price ranges, but a cursory check indicates they haven't moved too much.
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2 years ago  ::  Dec 28, 2010 - 10:47AM #8
NoDestiny
Date Joined: Dec 8, 2010
Posts: 1
Googled this thread up.  What an AWESOME thread!  I appreciate what you did here.

Note: You might move the M10/M11 duals down to the $2-5 area since they have dropped with M11 reprinting.
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2 years ago  ::  Dec 28, 2010 - 11:07AM #9
Cathaldus
Date Joined: May 31, 2008
Posts: 3,545
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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2 years ago  ::  Dec 28, 2010 - 4:52PM #10
gtsynthvoice
Date Joined: Oct 22, 2006
Posts: 1,629
The snow duals actually have another side benefit, you can fetch them with Into the North
My Trade Thread

Control capabilities are in all the colors. The difference is in the way they say no.
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