home Magic, Uncategorized Land Cycles prioritized for EDH

Land Cycles prioritized for EDH

  • Disclaimer: the following is opinion. 
  • Priority is for2-color decks.   Minor differences for 3+.

My List: (Italic means Allied pairs only)

  1. Duals
  2. Fetches
  3. Shocks
  4. Battlebond
  5. Battle/Tango
  6. Bi-cycling
  7. Slow Fetch
  8. Fast
  9. Filterlands
  10. Checks
  11. Shadows
  12. Manlands
  13. Temples
  14. Bouncelands
  15. Painlands
  1. Duals

It’s hard to beat the originals.   Better then a basic in practically every way, searchable, untapped…. the gold standard.  

2. Fetches

Fetches come close, and I would almost argue are better. 

a) They can fetch any land sharing a type. (A UW fetch can get a WG dual.)
b) Going to the graveyard helps Threshold, Delve, Delirium
c) Multiple Landfall triggers.
d) The shuffle, when combined with Brainstorm/Jace, the Mind Sculptor is strong.
e) You can run “off-color” fetches.  A UW Commander deck can only run Tundra, but can run Flooded Strand, Polluted Delta, etc.  More ways to hit the lands you want early.

3. Shocks

Shocks are almost as good as Duals, but the 2 life makes them strictly worse.

4. Battlebond

(allied colors only)

The only thing making them worse is that they cannot be fetched.  Aside from that, in multiplayer these are almost as good as duals.

5. Battle/Tango

(allied colors only)

Fetchable.  Tapped unless 2 basics, which means the more colors, the less likely it will happen.  If they weren’t fetch able, they probably would be much lower, but for turns 1-3 when you may not need the mana this turn, they are not a bad option.

6. Bi-Cycling

(allied colors only)

Fetchable.  *Always* tapped.  Some decks will love the ability to put in in the GY.    It’s default is that early game you can fetch it when you can afford it being tapped, and if you top deck late game, cycle it away.

7. Slow Fetch

(allied colors only)

Always tapped, and a big negative when you are getting fetch able lands that are probably also tapped.  Probably shouldn’t run unless you are already running the off color fetches.

8. Fast

Untapped early in the game when often most needed, but gets worse the later the game goes.

9. Filterlands

The downside of these is that in a 3 color (or more) deck, you can’t turn red into blue or white, meaning that early game this could just be a colorless land.   The main deck to run this in is one where one of your colors has heavy color requirements. (Like a card that costs BBBB).

10. Checklands

Despite being low on the list power-wise, these really should be automatics in most lists.  They are the mirror of the fastlands, in that they are more likely to be untapped the later the game.