Oh, I forgot ash barrens somehow. This card is much better than Evolving Wilds stuff since you can either cycle it so its fail mode is evolving wilds (mostly) or you can play it as an untapped 1 if you need it. So it's a significantly better topdeck.
I still usually only play it if I can benefit from the cycling somehow (like loaming it). But it should usually be played before EW/TE.
So in 2 color decks it is very important to differentiate between enemy and allied pairs. There are at least 3 more sets of lands for allied pairs (though I think the gap is shrinking. Also, anything wiht Black in it has an additional land to consider (tainted).
In general I think most 2 color manabases can support approximately 3 lands that enter the battlefield tapped. So that's my guiding principle. I will do almost anything to avoid playing more than just the temple and then some utility lands like Mistveil Plains or halimar depths.
But in general when I build a budget 2 color manabase that is not using offcolor fetches, I will do the following - example from a UW deck:
That gives me 14 lands that tap for both colors. Then I will go to 7 of each basic, which gives you a nice round 21 sources of each color. 21 is a nice round number that gives you about an 80% of seeing 2 of each color in the first 11 cards after mulligans, maybe a hair more.
From there you can season to taste; add some basics of one color if it's over-represented (say you play lots of 3 pip spells of that color), add some utility lands of different colors.
Tons of other things go into it though. Like if you're in Green, you can think of your green ramp spells that get lands as color fixing, and in white you have stuff like land tax / weathered wayfarer, and so on.
Sometimes you want to play some stuff that finds basics like Armillary Sphere. And artifacts can fix, etc.
Re: Rainbow lands
It's probably just me but I will almost never play rainbow lands in 2 color manabases. The pain ones especially. The damage really can add up when you don't have a colorless mode to not take damage. Pain lands yes, rainbow pain no.
Reflecting pool is just OK. I tend to not like it a lot in 2 color because it can really screw you up. but it is reasonable I guess. Really depend son the deck and the mana needs.
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To get to the TL;DR
I will only play any of the slow fetches if my deck is explicitly budget and usually then only if it needs to have more 5 color lands for some reason (e.g. I play evolving wilds in my budget Atraxa deck).
They are seriously terrible. I'll make all kinds of concessions before an evolving wilds goes in a deck.
I still usually only play it if I can benefit from the cycling somehow (like loaming it). But it should usually be played before EW/TE.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
In general I think most 2 color manabases can support approximately 3 lands that enter the battlefield tapped. So that's my guiding principle. I will do almost anything to avoid playing more than just the temple and then some utility lands like Mistveil Plains or halimar depths.
But in general when I build a budget 2 color manabase that is not using offcolor fetches, I will do the following - example from a UW deck:
That gives me 14 lands that tap for both colors. Then I will go to 7 of each basic, which gives you a nice round 21 sources of each color. 21 is a nice round number that gives you about an 80% of seeing 2 of each color in the first 11 cards after mulligans, maybe a hair more.
From there you can season to taste; add some basics of one color if it's over-represented (say you play lots of 3 pip spells of that color), add some utility lands of different colors.
If your deck is slow you can consider Thawing Glaciers.
Tons of other things go into it though. Like if you're in Green, you can think of your green ramp spells that get lands as color fixing, and in white you have stuff like land tax / weathered wayfarer, and so on.
Sometimes you want to play some stuff that finds basics like Armillary Sphere. And artifacts can fix, etc.
Re: Rainbow lands
It's probably just me but I will almost never play rainbow lands in 2 color manabases. The pain ones especially. The damage really can add up when you don't have a colorless mode to not take damage. Pain lands yes, rainbow pain no.
Reflecting pool is just OK. I tend to not like it a lot in 2 color because it can really screw you up. but it is reasonable I guess. Really depend son the deck and the mana needs.
------------------------------------------
To get to the TL;DR
I will only play any of the slow fetches if my deck is explicitly budget and usually then only if it needs to have more 5 color lands for some reason (e.g. I play evolving wilds in my budget Atraxa deck).
They are seriously terrible. I'll make all kinds of concessions before an evolving wilds goes in a deck.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall