Fetch land

Fetch lands are lands that can be sacrificed to search their controller's library for a land of a specific basic land type. Aside from allowing multicoloured decks to selectively play a desired land type, fetch lands also remove a land from the library, reducing the likelihood of drawing a land instead of a more useful card later in the game, when mana is no longer an issue. Their ability to shuffle on command is also prized in older formats.
==Mirage fetch lands==
Fetch lands were introduced as a cycle from Mirage. Each of these original lands entered the battlefield tapped and can be sacrificed to search for a land card with at least one of two basic land types of an allied color pair.
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==Onslaught fetch lands==
 In Onslaught a new cycle of fetch lands was introduced. Each of these lands enter the battlefield untapped in contrast to their Mirage counterparts. They allow their controller to sacrifice them and pay one life to search their library for a land card with at least one of two basic land types of an allied color pair. These five lands were reprinted in Khans of Tarkir, and those printings also appear in Fate Reforged booster packs. They were also reprinted in Modern Horizons 3.
*<c>Flooded Strand</c> (/)
*<c>Polluted Delta</c> (/)
*<c>Bloodstained Mire</c> (/)
*<c>Wooded Foothills</c> (/)
*<c>Windswept Heath</c> (/)
===Zendikar fetch lands===
In Zendikar the lands from Onslaught got their enemy colors counterparts. Each of these lands enters the battlefield untapped. They allow their controller to sacrifice them and pay one life to search their library for a land card with at least one of two basic land types of an enemy color pair. These lands were reprinted in Modern Masters 2017, Secret Lair: Ultimate Edition and Modern Horizons 2.
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===Impact===
This cycle of fetch lands make up most of the land bases of Modern, Legacy and Vintage. With the shock lands, the combination made it easy to construct three- or four-color mana bases at the cost of 4-6 life at the beginning of the game; naturally, original dual lands are free to fetch untapped. Notably, the power of the formats meant that decks could run twelve fetch lands and only eight to twelve mana producing lands, as four mana was generally the top end, and the deck thinning became significant. This also slowed gameplay significantly with shuffling every turn, and was a fuel for many types of mechanics, such as Delve introduced in Khans of Tarkir, Landfall, Delirium, Revolt, and certain cards like <c>Death's Shadow</c>, <c>Deathrite Shaman</c> and <c>Mishra's Bauble</c>. The mana and supercharging of certain mechanics made up the texture of Modern, to some gameplay detriment.
The printing of the Battle lands demonstrated that, to an extent, Standard could not manage fetchable duals with fetch lands. However, land design was being used up and land types were a good space, making these fetch lands an increasingly risky reprint. These all contributed to the first-day ban of the Khans fetch lands when Wizards announced their new non-rotating format Pioneer. This would also be reflected in the split of Timeless with Historic (format) when Khans came to Arena.
==Shards of Alara panoramas==
Shards of Alara introduced a cycle of common Panoramas; one for each shard. In addition to possessing the ability to tap for , each of them have an ability costing ", , sacrifice CARDNAME:" that allow the land's controller to search their library for a basic land card of one of the three basic land types of that shard. For example, Esper Panorama says: "Search your library for a basic Plains, Island, or Swamp card". 
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==New Capenna locales==
Streets of New Capenna introduced fetch lands that sacrifice themselves when they enter the battlefield to gain a life and go find a basic land in one of the colors of the families. These are unusual as being lands with no activated ability.
*<c>Brokers Hideout</c> 
*<c>Obscura Storefront</c> 
*<c>Maestros Theater</c> 
*<c>Riveteers Overlook</c> 
*<c>Cabaretti Courtyard</c> 
==Modern Horizons Landscapes==
Modern Horizons 3 put a full double cycle of three-color fetchlands that are strictly better than the Panoramas; not only is the fetching ability free of mana, but they also cycle for their three representative colored mana. The presence of colorless mana costs gives players a second consideration as to when to sacrifice these lands.
*<c>Contaminated Landscape</c> 
*<c>Seething Landscape</c> 
*<c>Twisted Landscape</c> 
*<c>Sheltering Landscape</c> 
*<c>Tranquil Landscape</c> 
*<c>Shattered Landscape</c> 
*<c>Bountiful Landscape</c> 
*<c>Deceptive Landscape</c> 
*<c>Perilous Landscape</c> 
*<c>Foreboding Landscape</c> 
==Miscellaneous fetch lands==
* Searches for up to two basic lands when paying ; taps for .
* Searches for any basic land, which enters the battlefield tapped but untaps itself if you control four or more lands.
* Searches a Plains card when the card is put into the graveyard, but with no sacrifice effect. The land is legendary and taps for .
* Searches for a Forest card and a Plains card when paying , taps for .
* Searches for any gate land when paying and is returned to the hand instead of sacrificed, taps for .
* A tapland that searches for up to two basic lands that share a land type when paying , taps for .
* Searches for any basic land, which enters the battlefield untapped, when paying one life.
* and Searches for any basic land when paying , taps for .
* and Searches for any basic land.
* Identical to Terramorphic Expanse but can instead sacrifice to make target creature with power two or less unblockable.
* Searches for any basic land when paying and is returned to the hand at the beginning of the next cleanup step instead of sacrificed.
* and <c>Promising Vein</c> Searches for any basic land when paying , taps for .
*<c>Urza's Cave</c> Searches for any land when paying , taps for .
==References==