They also come in full art foils. They're a part of "Zendikar Expeditions" which are a set of 25 full art, mythic rare, foil lands which include the 5 BFZ duals, 10 fetches, and 10 shock lands. This set will appear in booster packs in this block. 20 more lands are coming in the next set "Sweat".
Land - Plains Island
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Land - Swamp Mountain
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Land - Forest Plains
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
I don't know how much better being fetchable makes these lands than the other previous versions from Scars of Mirrodin and Innistrad. Just looking at my own cube, playing these over my fourth land in Azorius and Dimir seems like a nombo combo since that land is the Mirage fetch for both guilds. Cutting a fetch for a fetchable dual seems bad. I'm running the SoM dual for both Rakdos and Gruul and, again, I'm not sure being fetchable makes these lands that much better considering the two basic drawback. And finally, I really don't think these are better than Horizon Canopy in Selesnya.
tl;dr: Possibly these duals replace the fourth dual in Rakdos and Gruul, but probably not.
Will definitely include them, especially the blue aligned ones. Their corresponding alpha duals are uber expensive.
For the full arts I think I will pass. For one, I already collected my fetches and shocks and don't want to go through that again. Plus, I think a tranlucent text box is harder to read. Most of the time I rely on the textbox color to know the mana produced by the land.
I'm lukewarm on these lands. Currently, I run the standard fetch, dual and shock, with the allied-color section running manlands, and the enemy-color section running filters. I'm perfectly happy with my currently configuration, and don't see how much these lands will impact the Cube environment.
I must say the art on both versions are absolutely incredible. That aside, I don't think it's feasible for me to cube them. I might test them when the set comes out, but my cube only has the 5 KTK fetchlands right now because of budget reasons. With another cycle of fetchables and only 5 fetchlands in a 540 cube, this will put a serious strain on the priority of picking fetches in my cube early. I might have auto-included these if they were enemy colored these just because how many allied land cycles (Scars Fastlands & Zendikar Manlands) I have without the enemy cycle available.
I think the new dual lands are a good budget alternative if you cannot afford othe ABU duals. But I think for cubes running Shock Dual Fetches already its unlikely they have room for these.
Now these new mythic premium expedition lands, I am very torn. I love my Zendikar and Onslaught foil fetches, and man did I trade arm and legs for them, but the new lands are so pretty......I will need to see them in real person to decide I think, and just upgrade by getting rid of my old fetches...but they will be extremely missed.....
Maybe I just run both....but that will totally ruin my balance.....
I might have auto-included these if they were enemy colored these just because how many allied land cycles (Scars Fastlands & Zendikar Manlands) I have without the enemy cycle available.
Unless they changed their focus on complete cycles of multicolor fixing, we should be seeing the enemy lands in the next set. We got full cycles in Theros and Khans blocks. Overall, these will probably fall somewhere between slots 4 to 6 depending on guild and how much you value their land type
I run a lot more land than usual, so I definitely have room for these. The cycle of 10 should probably just straight replace the 10 custom cycling duals I have, but I might love Loam and Crucible too much to make the swap.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
I prefer the buddy/check lands. Those almost always etb untapped on turn 2, while the new duals always etb tapped on turn 2 and sometimes even on turn 3. I was really hoping for another cycle of basic type duals that can etb untapped on turn 1, which is really important for aggro decks. I would also rather have a second full cycle of fetch lands than a third cycle of fetchable duals. Pass.
I'd go so far as to say that I like the pain lands better than the new BFZ duals. Pain lands may not be fetchable, but you never have any tempo loss from them and the life loss is pretty trivial in a typical game. Even for budget cubes, I'd recommend running pain lands, check lands and fast lands over these.
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465 card Unpowered cube thread. Draft it here and I'll be happy to return the favor.
450 card Peasant cube thread. Draft it here.
How not terribly exciting. Still, I'm running pains as the fourth enemy duals, and I might give five of these a shot over those.
Anyone come up with a nickname for em yet? I kind like "sweat lands." Cause, you know, Sweat, plus they make you break out in flopsweat when you need that mana right now and you have to wait a turn because basics.
Once they complete the set of 10 these will compete with the Scry Lands in my EDH Cube. Color fixing already feels like it forces 3 color in there so I can't see there being room for these, but I can try them out I suppose.