Im going out on a limb here but i feel like it is a move wizards would make. With the new legendary ruling Starting soon they can explore new legendary lands. In the wizards article that was floating around here a few weeks back, they hinted about wanting to do more legendary lands. At first i thought utility lands or Shinka, the Bloodsoaked Keep type cards, but now im leaning more towards legendary dual land design.
We obv just had RTR, seeing the reprint of shock lands. My guess is its not going to be the next block, Theros, not even in the fallowing set. Its going to be the block that rotates RTR outta standard.
Not in a standard set that's for sure. They are too good for modern.
But if I recall it correctly, didn't WotC consider printing snow-duals in the Commander precons?
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I dunno, dual lands (even legendary versions) seems a bit boring. They have no downside other than the legendary aspect and are instantly better than every single other possibility. Something like this in a set that won't make it legal in standard/modern seems a lot more interesting than adding it to a regular set. It'd definitely make a commander product sell like hotcakes.
I dunno, dual lands (even legendary versions) seems a bit boring. They have no downside other than the legendary aspect and are instantly better than every single other possibility. Something like this in a set that won't make it legal in standard/modern seems a lot more interesting than adding it to a regular set.
How would Legendary Duals be instantly better than every single possibility when you can only have 1 of them on the field at any time?
Also, they're not going to introduce new cards in any Commander sets, so the only place we will see something like this is in a new block, core set, or planechase.
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Old enough to know better, much too young to care.
How would Legendary Duals be instantly better than every single possibility when you can only have 1 of them on the field at any time?
Also, they're not going to introduce new cards in any Commander sets, so the only place we will see something like this is in a new block, core set, or planechase.
Yeah except for flusterstorm. ooze and i'm sure a few other cards that had their first and sometimes only print in Commander sets.
Interesting, considering Maro formerly stated that legendary lands don't play well, as players tend to forget it's legendary and play multiples.
I'm more curious how they would template duals. Would they bother with reminder text or flavor text? Double large mana symbols? Maybe the angled hybrid symbol in large? Full art wouldn't look good (vertical box for a landscape picture).
In terms of power level, it would be fine, but it is very inelegant to use the legendary type only as a drawback. Sure, they have used it for Mox Opal, but we're talking about a cycle of 5-10 dual lands here.
The new legend rules will indeed help print more legendary lands, I just don't think R&D will simply print "legendary" on the original dual lands and call it a day.
I'd expect lots of people would play 2 and risk the long odds of winding up with two over the course of the game (pretty slim in modern especially), versus the odds of hitting one being pretty solid.
And having one is a huge value when you've got 8 fetches that can pull it. Odds of it coming out are pretty high
Look at Modern Zoo and Jund, they only play 1 of each shockland anyway. These lands would be too good for some decks and only a replacement of 1x shockland in others
Most decks in legacy don't even have to run four of a single dual land to begin with, and those that do...a fifth dual land isn't exactly going to break the format.
As for modern...let's be honest...they could just ban it (I wish this were a 100% joke)
Another option would just be to distribute them in commander decks or something. Keeps them out of standard/modern while giving them to EDH/Legacy/Vintage. If printed in a well thought out quantity, it could relieve pressure on the ABUR duals without crashing them. Their largest concern would be printing it such that stores/players don't just horde the product. IDEALLY the original duals would only drop by a bit, if at all, and the legendary duals could be had for cheap. (and by cheap, I mean closer to 15 or 20 than 100 or 200)
A change of wizards policy before a new set probably hints that it will have something to do with the next set.
After the removal of mana burn, we see cards that utilise this space (Omnath, Locus of Mana and more recently, Zhur-Taa Druid (just off the top of my head)).
And intimidate was added to the comprehensive rules before it made it's debut in Zendikar.
WotC does seem to drop some pretty decent hints intentionally.
(I swear a year ago, people were still hesistant if shocklands were going to be reprinted even given the spoiling of cards like Farseek, Liliana's Ghoul, Flinthoof Boar cycle etc)
I'd be ok with it, but honestly they wouldn't be that good.
assuming they're fetch-able:
In legacy, they'd be easier on the wallet, but otherwise irrelevant. 3+ color decks don't even play duals as 4-ofs most of the time, and it would only add a single copy to 2-color decks.
In modern, they'd replace the first copy of each dual, nothing more. NOBODY would run 2 copies in a deck.
In standard, they would be pretty bad. Every deck would have a copy of each relevant dual. People would try to run 2 copies and it would almost always be the wrong choice.
In EDH, they'd be awesome, as they'd effectively be a 2nd copy of each dual, with no drawback.
Modern and EDH are the only formats that would really care.
Assuming they're not fetchable:
Legacy wouldn't play them at all.
Modern would only play them as singletons in 2-color decks.
The standard and EDH pictures would be the same. Only EDH would really benefit.
If those lands get printed, it's more probable they'll be in a commander limited pre-con for the following reasons:
- while they aren't good in standard (2-of in multicolor decks and not more), they are way too good in modern (with fetches those are actually alpha duals, drawback is basically irrilevant) without a way to remove them
- they would make the price of duals crash way too much if they come out as rares in a normal expansion. Maybe if they were mythicals and came out as a 4/3/3 split in Theros, else i'm not seeing it. Legacy decks would use those instead of duals and run slightly more fetches and basics
Thus, if we see duals in Theros, i'm thinking about duals with no land type, aka unfetchables. If they are unfetchable:
- they're average in standard, probably worse than checks, but still very good as 1-ofs since they have no effective drawback that way
- they're bad in modern, maybe as 1-ofs in some decks
- they sucks in legacy and won't see any play
I could see them printed in Theros with basic land types if:
- they print a renewed waste in the same set, something like:
Ruins of a Golden Age
Legendary Land
T: 1 colorless
1, T: destroy all legendary lands Great ages are always in the past
Problem with such a card is that it would be Waste 5-8 in Legacy against Legenduals, pretty much, making them so much worse than current, while it also hose random Karakas, Flagstones, Cradles etc...
Some possible alternatives:
Valley of Ashes
Legendary Land
When a legendary land would tap for colored mana, it give 1 colorless instead.
T: 1 colorless It may have been a great civilization here, but now it's all ashes
This would be bonker as it hose Karakas, Flagstones, Gaea's Cradle, Tolarian, as well as eventual new duals. This would be the best option probably:
Melting Glaciers
Land
Enter into play tapped
T: 1 colorless
sacrifice, T : destroy target nonbasic land.
This is probably worse than Rishadan and wouldn't be played in Legacy because of the CipT clausole that kill it in a fast format, while being pretty good in modern because of the much slower format there. It would also be interesting because while you'd like to run only 1 or 2 Legenduals, getting 1 destroyed is a pretty big deal and you can't rely on fetches only, meaning you'd still play shocks, albeit in lower numbers (smth like 2 legenduals, 2 shocks, 4 basics, 12 fetches, 4 Melting Glaciers). In legacy this problem wouldn't be there because Waste already exist and you'd play something like 1/2 Legenduals for each color combination+ 1/2 duals and fetches + waste.
This wouldn't be played also because while running more wastes seems good in paper, you have to consider that you have to go monocolor at a point if you run 8 wastes.
Another problem of printing legenduals is flavor, if they care. Duals don't really feel "Legendary" being lands that just tap for 1 mana with no additional ability. A possible ability is a rainbow fetchable land:
The Garden of Eden
Legendary Land
The garden of Eden is considered a land of every basic land type, even while it's not in play.
This feel way more legendary, but has pretty clunky wording (because you can't fit every single land type on it).
This could be a compromise that feel "Legendary" enough while still being functionally a dual land:
Atlantis
Legendary Land - Island
When Atlantis come into play, you may search your library for a basic land and exile it under Atlantis. If you do that, Atlantis may tap for any mana that basic land could tap for.
Again, clunky (not as much as the other one), but feel legendary enough, and promote the usage of basics. Another good point is that you print only 5 of those (opposed to 10) and you could justify mithic rarity easily with such a complex design.
All in all i feel their best shot is printing a simple Legendary Dual land in some sort of commander precon, so that Modern don't get it (without wastes it'd be 5-color galore) and Legacy see its Dual prices lowered but not too drastically.
EDIT: while i think the best for Legacy would be printing a Legendary Dual land in some sort of commander precon, i think the most probable course of action for WotC is to just simply print Legendary Duals without types, and see from there if they get played in Legacy/Modern (they will probably be as 1-2of in dual colors decks in Legacy and Modern, but won't see play in tri colors or more).
I think the only possibility for "legendary duals" where legendary is the only drawback, would be:
Legendary Adarkar Wastes
Legendary Land
Tap: Add W or U
No basic types, just a dual that doesn't cost life or speed to use.
Going from this assumption, I sure hope NOT. These aren't playable as 4-ofs, even with the new rule. Which means we would either need 2 more sets of multi lands for Standard, or only one and have terrible manabases. Lands like that do very little in benefit and raise a fairly big problem when it comes to bad luck, mulligans, consistency, etc. As a 1-of they will be very much irrelevant and not worth all the design/development trouble. As 2-ofs it's already risky, and heaven forbid running 3-4 copies of those. Too many starting hands would be simply ruined.
I think that the major benefit of the new rule is making legendary less restrictive, less of a drawback. It opens design space for both legends and clone effects (which can be better now that they don't kill legends). Lands like that move in the opposite direction: they put a restriction on our manabase, for very little benefit. There's quite a few possible dual lands with normal (or creative, like the Scars fastlands) drawbacks. We have fetches, filterlands, shocks, painlands, corelands and fastlands, just to name a few. They can finish the Horizon Canopy/River of Tears cycles. Heck even the Nimbus "strictly worse than Glacial Fortress" Maze cycle. But making legendary duals makes no sense for the game as a whole.
I like the added consistency for Commander, though, by just being an extra dual for a format that could always use more (specially with effectively no drawback, as it would be the case here). I'm all in for legendary duals as part of a special commander set, but they would have to not have the basic land types because they would be Legacy-legal (like all cards like Ooze, Strix, etc have been) and Legacy doesn't need more dual lands to fetch.
Frankly, wizards hate making legendary lands for standard because they're the one resource that can ruin you the most if you have multiples early. It's so unlikely that they'll ever make legendary lands as mana fixers, that I just broke all the worlds supercomputers trying to compute the odds.
You don't play legendary dual lands in multiples, silly. You play them as singletons. Oof
Why do people say legendary duals with land types are too strong? You could print them at common, and as long as you print all 10, if everybody has access to them, there is nothing broken about them. It isn't as if they do something other than produce 2 different colors of mana. If they reprinted the ABUR duals again at common they wouldn't be too strong for anything even standard because it is a level playing field. It would certainly make all multiple color decks that have access to them better, and shocks would not be as desired in modern as they are now, but nothing about only producing mana and having land types makes them broken or too good. It is when a land is geared towards one type of play that it can become broken or too good for a given format. For instance, Gaea's Cradle favors creature decks. In an elf deck it is bonkers especially if you can tap it multiple times for land. But nowhere near as good in a deck that doesn't play many creatures. When a land can actually be broken or bonkers, I can see it being too good for a format, but if it is only producing colored mana, even a land with all 5 land types, is fine if it doesn't have perks outside of having land types.
Just in case it is asked why I feel this way, it is because I've been playing since 93, and have been using ABUR lands since then. They are as special as they are because they will not reprint them. They are great lands, but not broken or too good for any format. So printing a legendary dual with land types would also not be too good for any given format.
On one more side note, in many cases, legacy decks would still not play these lands since they often run less than 4 of any given ABUR land anyway. Having a fetch in hand is often a good thing compared to having one of the ABUR duals. With a fetch they can get the exact color combination that best suits their given hand. With an ABUR, it is only better if it is the color combination that works with the hand. It is terrible to start a game with a tundra when what you need is to produce black mana.
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RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
I think the only possibility for "legendary duals" where legendary is the only drawback, would be:
Legendary Adarkar Wastes
Legendary Land
Tap: Add W or U
No basic types, just a dual that doesn't cost life or speed to use.
Going from this assumption, I sure hope NOT. These aren't playable as 4-ofs, even with the new rule. Which means we would either need 2 more sets of multi lands for Standard, or only one and have terrible manabases. Lands like that do very little in benefit and raise a fairly big problem when it comes to bad luck, mulligans, consistency, etc. As a 1-of they will be very much irrelevant and not worth all the design/development trouble. As 2-ofs it's already risky, and heaven forbid running 3-4 copies of those. Too many starting hands would be simply ruined.
I think that the major benefit of the new rule is making legendary less restrictive, less of a drawback. It opens design space for both legends and clone effects (which can be better now that they don't kill legends). Lands like that move in the opposite direction: they put a restriction on our manabase, for very little benefit. There's quite a few possible dual lands with normal (or creative, like the Scars fastlands) drawbacks. We have fetches, filterlands, shocks, painlands, corelands and fastlands, just to name a few. They can finish the Horizon Canopy/River of Tears cycles. Heck even the Nimbus "strictly worse than Glacial Fortress" Maze cycle. But making legendary duals makes no sense for the game as a whole.
I like the added consistency for Commander, though, by just being an extra dual for a format that could always use more (specially with effectively no drawback, as it would be the case here). I'm all in for legendary duals as part of a special commander set, but they would have to not have the basic land types because they would be Legacy-legal (like all cards like Ooze, Strix, etc have been) and Legacy doesn't need more dual lands to fetch.
Why you talk about a format that you clearly never even care to watch once? Hardly any Legacy deck play 4 copies of a dual, getting those legenduals would just swap 1 normal dual for 1 legendary one for monetary reason, and wouldn't change anything if not in monetary ease of access.
<But please talk more out of your ass.> God forbid we get slightly less expensive manabases for Eternal formats because people must clearly spend 100$ for a piece of cardboard else they're entitled lmao.
Wouldn't the new legendary rule make it so that you can use the land in play, place the new one, sac the old one, and then use it again?
The old rules would've prevent the use of the second one making it a dead card in the hand.
I think the legendary changes would make legendary dual lands too strong.
No, this is what makes it viable. Wizards has said they're actively avoiding legendary lands for the reasons you outlined above. That said, I think we'll only see these if the Legendary theme is quite strong in Theros. Otherwise, I think we'll see more awkward duals. Something like Depletion Counters/Does Not Untap During your next Untap Step (enters play tapped), but with 'T: Add W/U W/U'
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Im going out on a limb here but i feel like it is a move wizards would make. With the new legendary ruling Starting soon they can explore new legendary lands. In the wizards article that was floating around here a few weeks back, they hinted about wanting to do more legendary lands. At first i thought utility lands or Shinka, the Bloodsoaked Keep type cards, but now im leaning more towards legendary dual land design.
We obv just had RTR, seeing the reprint of shock lands. My guess is its not going to be the next block, Theros, not even in the fallowing set. Its going to be the block that rotates RTR outta standard.
On a side note, i do feel like we will see Shinka, the Bloodsoaked Keep type cards in Theros.
Thoughts?
But if I recall it correctly, didn't WotC consider printing snow-duals in the Commander precons?
not if there was a modern strip mine that killed only legendary.
How would Legendary Duals be instantly better than every single possibility when you can only have 1 of them on the field at any time?
Also, they're not going to introduce new cards in any Commander sets, so the only place we will see something like this is in a new block, core set, or planechase.
Yeah except for flusterstorm. ooze and i'm sure a few other cards that had their first and sometimes only print in Commander sets.
I'm more curious how they would template duals. Would they bother with reminder text or flavor text? Double large mana symbols? Maybe the angled hybrid symbol in large? Full art wouldn't look good (vertical box for a landscape picture).
The new legend rules will indeed help print more legendary lands, I just don't think R&D will simply print "legendary" on the original dual lands and call it a day.
Check out http://www.mtgbrodeals.com/author/john-murphy/ for my EDH articles!
And having one is a huge value when you've got 8 fetches that can pull it. Odds of it coming out are pretty high
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Most decks in legacy don't even have to run four of a single dual land to begin with, and those that do...a fifth dual land isn't exactly going to break the format.
As for modern...let's be honest...they could just ban it (I wish this were a 100% joke)
Another option would just be to distribute them in commander decks or something. Keeps them out of standard/modern while giving them to EDH/Legacy/Vintage. If printed in a well thought out quantity, it could relieve pressure on the ABUR duals without crashing them. Their largest concern would be printing it such that stores/players don't just horde the product. IDEALLY the original duals would only drop by a bit, if at all, and the legendary duals could be had for cheap. (and by cheap, I mean closer to 15 or 20 than 100 or 200)
if they ever do a new dual land i think some thing like:
Legendary land
Bolt land is every basic land type.
({T}: Add {W},{U}, {B}, {R} or {G} to your mana pool.)
As Bolt land enters the battlefield, you may pay 3 life. If you don't, Bolt land enters the battlefield tapped.
maybe with a :(Whenever Bolt land becomes tapped, it deals 1 damage to you.)
could see print
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After the removal of mana burn, we see cards that utilise this space (Omnath, Locus of Mana and more recently, Zhur-Taa Druid (just off the top of my head)).
And intimidate was added to the comprehensive rules before it made it's debut in Zendikar.
WotC does seem to drop some pretty decent hints intentionally.
(I swear a year ago, people were still hesistant if shocklands were going to be reprinted even given the spoiling of cards like Farseek, Liliana's Ghoul, Flinthoof Boar cycle etc)
The old rules would've prevent the use of the second one making it a dead card in the hand.
I think the legendary changes would make legendary dual lands too strong.
assuming they're fetch-able:
In legacy, they'd be easier on the wallet, but otherwise irrelevant. 3+ color decks don't even play duals as 4-ofs most of the time, and it would only add a single copy to 2-color decks.
In modern, they'd replace the first copy of each dual, nothing more. NOBODY would run 2 copies in a deck.
In standard, they would be pretty bad. Every deck would have a copy of each relevant dual. People would try to run 2 copies and it would almost always be the wrong choice.
In EDH, they'd be awesome, as they'd effectively be a 2nd copy of each dual, with no drawback.
Modern and EDH are the only formats that would really care.
Assuming they're not fetchable:
Legacy wouldn't play them at all.
Modern would only play them as singletons in 2-color decks.
The standard and EDH pictures would be the same. Only EDH would really benefit.
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If those lands get printed, it's more probable they'll be in a commander limited pre-con for the following reasons:
- while they aren't good in standard (2-of in multicolor decks and not more), they are way too good in modern (with fetches those are actually alpha duals, drawback is basically irrilevant) without a way to remove them
- they would make the price of duals crash way too much if they come out as rares in a normal expansion. Maybe if they were mythicals and came out as a 4/3/3 split in Theros, else i'm not seeing it. Legacy decks would use those instead of duals and run slightly more fetches and basics
Thus, if we see duals in Theros, i'm thinking about duals with no land type, aka unfetchables. If they are unfetchable:
- they're average in standard, probably worse than checks, but still very good as 1-ofs since they have no effective drawback that way
- they're bad in modern, maybe as 1-ofs in some decks
- they sucks in legacy and won't see any play
I could see them printed in Theros with basic land types if:
- they print a renewed waste in the same set, something like:
Ruins of a Golden Age
Legendary Land
T: 1 colorless
1, T: destroy all legendary lands
Great ages are always in the past
Problem with such a card is that it would be Waste 5-8 in Legacy against Legenduals, pretty much, making them so much worse than current, while it also hose random Karakas, Flagstones, Cradles etc...
Some possible alternatives:
Valley of Ashes
Legendary Land
When a legendary land would tap for colored mana, it give 1 colorless instead.
T: 1 colorless
It may have been a great civilization here, but now it's all ashes
This would be bonker as it hose Karakas, Flagstones, Gaea's Cradle, Tolarian, as well as eventual new duals. This would be the best option probably:
Melting Glaciers
Land
Enter into play tapped
T: 1 colorless
sacrifice, T : destroy target nonbasic land.
This is probably worse than Rishadan and wouldn't be played in Legacy because of the CipT clausole that kill it in a fast format, while being pretty good in modern because of the much slower format there. It would also be interesting because while you'd like to run only 1 or 2 Legenduals, getting 1 destroyed is a pretty big deal and you can't rely on fetches only, meaning you'd still play shocks, albeit in lower numbers (smth like 2 legenduals, 2 shocks, 4 basics, 12 fetches, 4 Melting Glaciers). In legacy this problem wouldn't be there because Waste already exist and you'd play something like 1/2 Legenduals for each color combination+ 1/2 duals and fetches + waste.
This wouldn't be played also because while running more wastes seems good in paper, you have to consider that you have to go monocolor at a point if you run 8 wastes.
Another problem of printing legenduals is flavor, if they care. Duals don't really feel "Legendary" being lands that just tap for 1 mana with no additional ability. A possible ability is a rainbow fetchable land:
The Garden of Eden
Legendary Land
The garden of Eden is considered a land of every basic land type, even while it's not in play.
This feel way more legendary, but has pretty clunky wording (because you can't fit every single land type on it).
This could be a compromise that feel "Legendary" enough while still being functionally a dual land:
Atlantis
Legendary Land - Island
When Atlantis come into play, you may search your library for a basic land and exile it under Atlantis. If you do that, Atlantis may tap for any mana that basic land could tap for.
Again, clunky (not as much as the other one), but feel legendary enough, and promote the usage of basics. Another good point is that you print only 5 of those (opposed to 10) and you could justify mithic rarity easily with such a complex design.
All in all i feel their best shot is printing a simple Legendary Dual land in some sort of commander precon, so that Modern don't get it (without wastes it'd be 5-color galore) and Legacy see its Dual prices lowered but not too drastically.
EDIT: while i think the best for Legacy would be printing a Legendary Dual land in some sort of commander precon, i think the most probable course of action for WotC is to just simply print Legendary Duals without types, and see from there if they get played in Legacy/Modern (they will probably be as 1-2of in dual colors decks in Legacy and Modern, but won't see play in tri colors or more).
Legendary Adarkar Wastes
Legendary Land
Tap: Add W or U
No basic types, just a dual that doesn't cost life or speed to use.
Going from this assumption, I sure hope NOT. These aren't playable as 4-ofs, even with the new rule. Which means we would either need 2 more sets of multi lands for Standard, or only one and have terrible manabases. Lands like that do very little in benefit and raise a fairly big problem when it comes to bad luck, mulligans, consistency, etc. As a 1-of they will be very much irrelevant and not worth all the design/development trouble. As 2-ofs it's already risky, and heaven forbid running 3-4 copies of those. Too many starting hands would be simply ruined.
I think that the major benefit of the new rule is making legendary less restrictive, less of a drawback. It opens design space for both legends and clone effects (which can be better now that they don't kill legends). Lands like that move in the opposite direction: they put a restriction on our manabase, for very little benefit. There's quite a few possible dual lands with normal (or creative, like the Scars fastlands) drawbacks. We have fetches, filterlands, shocks, painlands, corelands and fastlands, just to name a few. They can finish the Horizon Canopy/River of Tears cycles. Heck even the Nimbus "strictly worse than Glacial Fortress" Maze cycle. But making legendary duals makes no sense for the game as a whole.
I like the added consistency for Commander, though, by just being an extra dual for a format that could always use more (specially with effectively no drawback, as it would be the case here). I'm all in for legendary duals as part of a special commander set, but they would have to not have the basic land types because they would be Legacy-legal (like all cards like Ooze, Strix, etc have been) and Legacy doesn't need more dual lands to fetch.
You don't play legendary dual lands in multiples, silly. You play them as singletons. Oof
Just in case it is asked why I feel this way, it is because I've been playing since 93, and have been using ABUR lands since then. They are as special as they are because they will not reprint them. They are great lands, but not broken or too good for any format. So printing a legendary dual with land types would also not be too good for any given format.
On one more side note, in many cases, legacy decks would still not play these lands since they often run less than 4 of any given ABUR land anyway. Having a fetch in hand is often a good thing compared to having one of the ABUR duals. With a fetch they can get the exact color combination that best suits their given hand. With an ABUR, it is only better if it is the color combination that works with the hand. It is terrible to start a game with a tundra when what you need is to produce black mana.
RIP Batman guy. I hope somebody picks up the slack now that you are gone. Sick children need their Batman.
Why you talk about a format that you clearly never even care to watch once? Hardly any Legacy deck play 4 copies of a dual, getting those legenduals would just swap 1 normal dual for 1 legendary one for monetary reason, and wouldn't change anything if not in monetary ease of access.
Esper control 3-tundra, 2 sea:
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=56323
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81168
Lands, not a single dual as a 4-of:
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81170
RUG Delver, 3 trops, 3 volcs:
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81171
Deathblade, 2 sea, 2 tundra:
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81172
Patriot, 3 volcs, 3 tundra:
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81175
BUG Walkers, 3 Sea, 2 Bayou:
http://www.thecouncil.es/tcdecks/deck.php?id=11111&iddeck=81174
<But please talk more out of your ass.> God forbid we get slightly less expensive manabases for Eternal formats because people must clearly spend 100$ for a piece of cardboard else they're entitled lmao.
Please don't troll others.
No, this is what makes it viable. Wizards has said they're actively avoiding legendary lands for the reasons you outlined above. That said, I think we'll only see these if the Legendary theme is quite strong in Theros. Otherwise, I think we'll see more awkward duals. Something like Depletion Counters/Does Not Untap During your next Untap Step (enters play tapped), but with 'T: Add W/U W/U'