Quote from Metamind »
TL;DR - lands that ETB untapped
I think entering the battlefield tapped is a huge drawback and that drawback is magnified the more lands you play that ETBT. There is a limit on how many lands like that I'd play in a deck, especially an aggro deck. Adding 10 of them at once is not beneficial IMO.
I think the CLEAR #4 best lands that are also manlands are Colonnade, Tar Pit, Ravine and Vent. I'd play Inspiring Vantage and Battlefield Forge for sure over spires, and likely also Rugged Prairie - coming into play tapped is just terrible for this guild. In reality I also pick Clifftop Retreat above it in aggro (= almost always).
Sources that enter the battlefield untapped are actually critical in my experience in green because of mana elves so I'd play Llanowar Wastes and Blooming Marsh over Quagmire. Same with Simic.
In Izzet I can see playing Fumarole at #4, but the land is not amazing, just solid, and I think it is on par with Spirebluff Canal and Shivan Reef.
I actually play 8 lands per guild at 720, and I've just recently cut Lavaclaw Reaches (after a decade), so I play all the following over it:
Blackcleave Cliffs, Dragonskull Summit, Sulfurous Springs, Graven Cairns - enter the battlefield untapped.
Smoldering Marsh, Canyon Slough - fetchable, very desirable for splashes
Quote from Metamind »I think it is best to break the cycle. 10 manlands are not necessary and they are not the #4 best lands in most guilds.