General Dual and Triple Lands

At 384 (3 packs of 16), I run

Fetch
Fetch
Shock
Shock
Surveil

Very happy with both the density and the quality of the fixing. I aim for 2.5 color decks because I want players to be able to branch out and build the coolest engines possible.

Double shocks + tapped surveils limit how greedy you can be due to damage and ETB tapped. That means the splash must be worth it!

I also think the surveils gain value the more sets of fetches you run. The fetchlands make it so you get to Surveil without having to draw them (contrast to cycling lands that offer selection if drawn only).

I don’t want a lot of tapped duals as my format is pretty fast, but that one set of surveils has been great from both a draw smoothing and synergy perspective.
 


This is my ideal suite once WoTC gets around to finishing that cycle (someday hopefully). Hell, I might even cut out the surveils at that point and just go double shocks because I like the BFZ cycle that much. I ran a mixed cycle of enemy shocks + allied BFZ lands for years before the Surveil lands were printed. I might revisit double shocks at some point cutting out my mixed manland/horizon land cycle since moving to 450 creates more chances to just not see relevant duals for fixing in a 360 pool.

I don't necessarily think that the quality of number of fixing options is a problem at my current cube iteration, but I'll need to dive more into what I want from a given color combination for the third "flex" cycle of duals.
 
give me the other four Horizon Canopy

I have been waiting since FUT
and then waiting since MH2

there's nothing else that tempts me into thinking about customs, ever, but those! those tempt me.
 
Made the jump into the following:



Last time I ran double shocks and fetches was the initial build of the cube a decade back at 360, but I think the bump to 450 (and maybe some pack curation) should make it fine. I'm hoping to have two drafts in the next couple of months to really lock it down and see how it all feels.
 
Made the jump into the following:



Last time I ran double shocks and fetches was the initial build of the cube a decade back at 360, but I think the bump to 450 (and maybe some pack curation) should make it fine. I'm hoping to have two drafts in the next couple of months to really lock it down and see how it all feels.

Do you run all 10 Guilds?
Do they all have a man land?

I think man lands are super interesting but they are also wildly unbalanced compared to each other. Where Fetch, Duels, Shock and Surveil are 100 % identical.

Have you given this any thoughts?
 
Do you run all 10 Guilds?
Do they all have a man land?

I think man lands are super interesting but they are also wildly unbalanced compared to each other. Where Fetch, Duels, Shock and Surveil are 100 % identical.

Have you given this any thoughts?

I do run all ten guilds, I do not run all ten manlands. I have a mixed 4th cycle where I have the following options for now:




If I had all of the canopy cycle I'd probably just run those as a whole because I like how they play in a variety of archetypes. Cashing in lands for cards is always nice in the later game, you can recur them with Wrenn and Six or Ramunap Excavator, and even churn more through your deck with The Gitrog Monster. Plays especially well in aggressive decks as untapped duals to cash in for gas when things get bottled up on the ground and I've definitely cracked a Sunbaked Canyon or Fiery Islet at the end of my opponent's turn to try to assemble lethal burn in hand to close it out.

But for the other options those are the only manlands I'm really interested in. I've tried a bunch of them over the years, ran a lot of the ones that came out in BFZ a decade back, but the trio from Worldwake are the only ones that have stood the test of time while Restless Vents finally gave Rakdos a not shitty option for inclusion that an aggressive deck wouldn't mind playing.
 
I do run all ten guilds, I do not run all ten manlands. I have a mixed 4th cycle where I have the following options for now:




If I had all of the canopy cycle I'd probably just run those as a whole because I like how they play in a variety of archetypes. Cashing in lands for cards is always nice in the later game, you can recur them with Wrenn and Six or Ramunap Excavator, and even churn more through your deck with The Gitrog Monster. Plays especially well in aggressive decks as untapped duals to cash in for gas when things get bottled up on the ground and I've definitely cracked a Sunbaked Canyon or Fiery Islet at the end of my opponent's turn to try to assemble lethal burn in hand to close it out.

But for the other options those are the only manlands I'm really interested in. I've tried a bunch of them over the years, ran a lot of the ones that came out in BFZ a decade back, but the trio from Worldwake are the only ones that have stood the test of time while Restless Vents finally gave Rakdos a not shitty option for inclusion that an aggressive deck wouldn't mind playing.
I'm on almost this exact cycle (Blackcleave Cliffs over Restless Vents) plus
 
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