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								BMoor 
								 
								Deck Garage  | 
                            
                               Fetch Lands 
								 
								These cards have been around for a long time, 
								and they make a good argument for the subtler 
								ideas that players have to come to grasp as they 
								get to understand the game.
								 Newer 
								players might get that having a choice of land 
								to get is good, but they will be repelled by the 
								life payment. As time goes on, however, they 
								come to understand that A) paying 1 life is an 
								insignificant payment, especially when you only 
								have to do it once, B) getting whichever color 
								you need now is more important than having the 
								ability to tap for two or more colors of land 
								like other "dual land" options, C) both the 
								fetch land and the land it fetches come into 
								play untapped, which means you can effectively 
								tap this for mana the turn you play it, D) 
								coming into play tapped is a bigger drawback 
								than it looks like, and E) thinning lands out of 
								your deck is a pretty solid benefit, as it 
								improves your draws for future turns. Each one 
								of these things alone can be a little tricky to 
								figure out on your own, as well as to understand 
								the significance of, but they're all pretty 
								important concepts to Magic: the Gathering as a 
								whole (except C, but that's sort of subsumed 
								under D anyway) and it's nice that they're all 
								tied together by this card. Terramorphic Exapnse 
								and Evolving Wilds have been teaching newer 
								players B and E from the Core Set, and I'm glad 
								that the Core Set has a card like that, but I 
								kind of wish fetch lands like these would get 
								moved to the Core Set as well. Not just because 
								they're really good, or because I wish I had a 
								set, but because I honestly feel like the game 
								would be better for everybody if lands like 
								these were more visible. 
								 
								Constructed- 4.5 
								Casual- 4 
								Limited- 3.5 
								Multiplayer- 4  
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								David Fanany
								Player since 
								1995   | 
                            
                               Onslaught (and now Khans of Tarkir) fetchlands
								 
								When I first heard that Khans of Tarkir would 
								contain new printings of the fetchlands that 
								originally appeared in Onslaught, I thought of 
								many things. One was the scene in Futurama where 
								Fry, having taken a job at the cryogenic lab, 
								meets someone who froze 
								himself because he wanted to meet William 
								Shakespeare and he "assumed time was cyclical". 
								The second thing, and slightly less of a non 
								sequitur, was a Mike Flores preview article for 
								Onslaught back in 2002 where he revealed Wooded 
								Foothills and explained that he thought the 
								members of the cycle were the best dual lands 
								since Alpha.  
								At the time, I didn't quite get what he meant 
								by that, as I wasn't well-versed in the demands 
								of tournament Magic. I soon figured it out. 
								Everyone soon figured it out. Acting as extra 
								copies (or as certainty of drawing) for Alpha 
								dual lands was just the beginning, as their 
								appearance on the Magic scene led to endless 
								discussion and arguments about deck thinning, 
								speed, and the cost of manabases. I fully expect 
								that all of those will happen again, as it's 
								been at least one "generation" of players since 
								then. I fully expect it will be as loud and 
								inconclusive as it was in 2003.  
								Years after Onslaught but years
								 before 
								Khans of Tarkir, Jay Moldenhauer-Salazar wrote 
								an article on Wizards of the Coast's site about 
								how "premium" dual lands will always be among 
								the most expensive cards in a set, but casual 
								players should try and get them anyway. I've 
								also spent a lot of time thinking about who 
								exactly cards like the fetchlands are truly 
								essential for. If you're a high-level player, 
								especially one interested in Modern, then yes, 
								fetchlands are your first through tenth interest 
								from Khans of Tarkir, and may yet turn out to be 
								your only one. But if you're not that type of 
								player, are you really going to get so much more 
								enjoyment out of them than any other card? 
								They're very cool cards, but their game impact 
								is almost purely technical. If your interest in 
								the game centers on other things, you may not 
								even notice the statistical improvement in a 
								two-color deck's performance over a number of 
								games. If you just want to make a multicolored 
								deck with some of your favorite cards and play 
								with like-minded friends in a venue no more 
								public than a cafeteria, there are a multitude 
								of options that help you almost as much - no 
								less than ten of which are in Khans of Tarkir 
								itself.  
								Magic, much like life, is not a destination. 
								It's a journey. The cards are the vehicle. Life 
								is what happens between your untap step and your 
								discard step, and if a card doesn't make your 
								journey worthwhile, it doesn't need to be in 
								your deck.  
								Constructed: 4/5 
								Casual: 4/5 
								Limited: 2/5 
								Multiplayer: 4/5  
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                            | 
					Michael "Maikeruu" Pierno | 
                            
                               Today's cards of the day 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. The enemy paired lands 
								from Zendikar will probably appear later in the 
								block, but for now these five reprints will add 
								quite a bit to the two and three color decks of 
								current formats. These will definitely 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 
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