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Start em young! the Pokmon Company, probably
For two-color decks: Run 8-12 dual lands for consistent color access Pathways, Pain Lands, and Check Lands provide clean fixing Can afford more basics, enabling Battle Lands and Tango Lands Simpler mana bases reduce need for fetch land investment For three or more colors: Triomes become essential for comprehensive color coverage Fetch Lands gain significant value through typed dual synergies Basic land counts drop, which makes typed dual requirements critical Understanding these factors can help you to identify the best dual lands in MTG for specific deck requirements rather than defaulting to expensive staples that may not match your strategy
As you can see from just these few examples, what the Tinker Time deck really wants to do is create as many tokens as possible of various forms, use them for their abilities (don't be precious about your treasure tokens), and overwhelm your opponents with a barrage of attacks
They misevaluate the card on defense, so let's begin there