Tapping out on your turn can cost you the game...24 lands at minimum-26 at most. I've even seen 27 in some decks and that seems pushing it. 25 may seem like much, since most spells you cast are relatively cheap to play, but as fore-mentioned...tapping out is the exact opposite of what you want once the game gets going.
Manlands are important in the deck. Although they enter tapped, having the option to use a land as a creature can be a win condition in itself. Some spells offer the opportunity to turn lands into creatures, but we will get to that in another section. Like manlands, cycling lands are great in another way- those will enter tapped as well, BUT you have optional card choice if the chips are down. Paying two mana to find what you need is fantastic, and having that option can be pivotal in any situation.
- : As we just talked about in the introduction, these lands ca be used as win conditions in themselves. Especially this card (Pair this up with
Crackdown Construct
for infinite damage and
Fling
for the win?). They come in tapped, however, so be mindful in the opening turns of the game not to tap out too soon.
- :
- :
- (2-4 Copies): This has become a staple in most multi-colored control decks, or any multi-colored decks in general from the Standard format. If you are not playing Glimmer of Genius, Harnessed Lightning, or another energy source, however, it can only be used for a mana of your choice one time. Which isn't as advantageous, but obviously can still be helpful.