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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Flooded Strand
Image from Wizards.com

Top 10 Cards of 2014

#2 - Fetch Lands
- Khans of Tarkir

Reviewed Dec. 30, 2014

Constructed: 4.75
Casual: 4.00
Limited: 3.63
Multiplayer: 4.13

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

Click here to see all of our 
Card of the Day Reviews 

David Fanany

Player since 1995

We spent a lot of time a few weeks ago discussing just what it is that makes these lands so good, and what makes them arguably the most powerful dual land variants ever. I've spent a lot of time more recently asking myself why there are so many planeswalkers and rare lands on the top ten list. Blame (if that's the correct word) constructed - that just seems to be the way it is right now, at least in Standard and Modern. Multicolored sets with lots of high-mana cost cards that were designed to make an impact on various formats means that lands are even more important than usual. I stand by my earlier statement that a lot of casual decks don't need these lands at all, but if you're involved in anything at FNM or above, these will likely end up feeling necessary. How you act on that feeling is up to you.
Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

The number two cards of the year are the return of the fetch lands from Onslaught which are for allied colored pairs of lands, cost one life and the sacrifice of the fetch land itself. These five reprints add quite a bit to the two and three color decks of current formats. They appear frequently in Standard and Modern settings and make the option of running a three color clan deck more viable.
In Limited getting one of these in Sealed that is a match for two useful colors is a major asset as it helps fix a shorted color and thin the deck for the small price of one life. In Booster it is a difficult choice for a first pick as it either locks you into at least one of the colors or sits as a rare draft in your sidedeck. If a color is one you hope to draft or it is outside of the first pack and is a match for your pool then it is an easier first pick.
Constructed: 4.5
Casual: 4.5
Limited: 4.5
Multiplayer: 4.5


Deck Garage

Fetch Lands
There are few things that show the growth of a player from a newbie to a veteran than understanding why the fetch lands are good. A newbie looks at the fetch lands and wrinkles up their nose, wondering why anyone would want to pay life just to get a land. Why not just play basic lands that you don't have to pay life for? Or, better yet, why not just play the dual lands in Khans that gain you a life when they come in?
For those who might not yet see the value, allow me to list a few of the benefits:
1) Use in conjunction with the Ravnica block shock lands (or Revised dual lands for you Legacy/Vintage players), any one fetch land can get you any color mana you want. Have a Flooded Strand and need a red source? No problem, get Sacred Foundry or Steam Vents.
2) They pull an extra land out of your deck, making it less likely that you will draw useless lands later in the game.
3) They put a land in your graveyard that either helps your Tarmogoyf, helps fuel delve cards, or can be used again with Life from the Loam or Crucible of Worlds.
4) Unless you are playing a mono-colored deck, they fit in almost any deck you play and help the mana run smoother. 
As with any effect that costs you life, you must be judicious in how many fetch lands you place in your deck. Too many fetch lands and you help out your opponent too much. But with a moderate amount, the small incremental value these add over other lands can add up to a lot of utility for your deck.
All together, the fetch lands have been popular for years, were the most anticipated part of Khans, and are collectively (and deservedly) our #2 card of 2014.
Constructed: 5.0
Casual: 3.5
Limited: 4.5
Multiplayer: 5.0


Welcome back readers today continues the countdown of the top cards of 2014. This review is going to be short and sweet. With the reprint of ally colored fetch lands the availability drastically increased. In standard these cards are lynch pins of the format fixing mana and provide shuffle effects on command. These cards have always been tournament staples since there first printing and that does not change with this newest printing. In other formats such as legacy, modern and vintage these are all stars as well, having access to every fetch land in modern helps stabilize mana bases and offers new opportunities for creativity. In the eternal formats these cards are staples and a new printing means even more players will be exposed to them In casual and multiplayer fetch lands can be powerful tools for players although another larger cycle of lands in Khans deserves an honorable mention. In limited they are good for fixing, work well in conjunction with Delve and are obviously good to rare draft. Overall powerful format defining cards that with a new reprint get a new lease on life.

Constructed :5.0
Casual: 4.0
Limited: 2.5
Multiplayer: 3.0

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