Meanwhile, collectors seeking to put together a set of the game's most desirable cards (e.g., Power Nine) could easily spend a few Pro Tour winnings' worth of money
The only downside is that it's a $40 card
For aggressive and tempo decks: Prioritize lands that enter untapped consistently ( Fetch Lands, Fast Lands, Pain Lands ) Avoid tapped entries that slow down early pressure Accept minor life loss as a reasonable trade-off for speed For control and value-oriented decks: Tapped entries matter less when casting expensive spells turn 4+ Extra utility like scry, cycling, or card draw provides long-term value Lands like Temples, Slow Lands, and Cycling Duals become viable options Budget Considerations Without Sacrificing Performance The best dual lands in MTG span an enormous price range, but strong mana bases exist at every budget level
A deck filled with nothing but 1- and 2-drops, similarly, can just skip ramp
I am unsure how many of each of these I would play in an Esper Control deck, since we have some lands to work with already and they are very weak when drawn later in the game