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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.
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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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