If you're playing Nacatl Copperline Gorge is worse than a shockland - sure, it lets you play a 1/1 on T1, but it doesn't grow Nacatl at all.
Not taking the fetch/shock damage to have access to W was huge at my PPTQ. I definitely won against Bantdrazi because of it.
Overall copperline gorge may be worse, but it's certainly not because it doesn't grow Nacatl. If you drop Nacatl turn 1, you are hoping to fetch for foundry on T2, growing your guy to a 3/3. Having Nacatl be a 2/2 on turn 1 is pointless 99% of the time, especially if you have to take 2-3 damage to make him 2/2. Gorge is worse than a shock in 2 specific ways (not fetchable, coming in tapped later), BUT those arguments are somewhat offset due to being able to play green on turn 1. There is never a time when you need white on turn 1, so I think it's not worth it.
As for your win against Bantdrazi, I wasn't saying that the 2 dmg will never be worthwhile. Obviously there will be times when it changes a game's outcome. My point was that I think those cases where it helps you are going to be fewer than the times when it hurts you. I can name quite a few games where I've needed white to win, and I top decked a fetch or foundry...boom, win. I think those instances will be more frequent than the 2 life winning or losing you a game.
Not sure why everyone is so high on inspiring vantage. If you are not playing wild nacatl then MAYBE I can see it, but I also think it's crazy to not play Nacatl...the card is great. The argument for fast lands is that you can cast things on turn 1, but there isn't a single white card in the deck that you want to cast on turn 1. Copperline gorge is a necessary evil if you play Nacatl because it's just so good on turn 1. Not being able to fetch them seems like a pretty big downside also. So is it really worth it to have a land you can't fetch, that will come into play tapped any time after land 3, and that doesn't help you cast anything turn 1...all to save out on 2 damage sometimes? Doesn't seem like it to me.
As for lightning helix, I love the card, but I think a lot of the fast match-ups are already fairly favorable/even, so I don't know if I would go to 4 in the SB.
I can confirm this is true because my buddy and I just opened a box and there was a fetch in every pack. I took a pic and can post it later when I'm near my computer and not on my phone. I dropped everything to come here and see if there was a topic on this.
We got 8 foothills, 7 strands, 7 deltas, 7 heaths, and 7 mires.
There were no other lands, basic or otherwise in the box.
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Overall copperline gorge may be worse, but it's certainly not because it doesn't grow Nacatl. If you drop Nacatl turn 1, you are hoping to fetch for foundry on T2, growing your guy to a 3/3. Having Nacatl be a 2/2 on turn 1 is pointless 99% of the time, especially if you have to take 2-3 damage to make him 2/2. Gorge is worse than a shock in 2 specific ways (not fetchable, coming in tapped later), BUT those arguments are somewhat offset due to being able to play green on turn 1. There is never a time when you need white on turn 1, so I think it's not worth it.
As for your win against Bantdrazi, I wasn't saying that the 2 dmg will never be worthwhile. Obviously there will be times when it changes a game's outcome. My point was that I think those cases where it helps you are going to be fewer than the times when it hurts you. I can name quite a few games where I've needed white to win, and I top decked a fetch or foundry...boom, win. I think those instances will be more frequent than the 2 life winning or losing you a game.
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As for lightning helix, I love the card, but I think a lot of the fast match-ups are already fairly favorable/even, so I don't know if I would go to 4 in the SB.
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We got 8 foothills, 7 strands, 7 deltas, 7 heaths, and 7 mires.
There were no other lands, basic or otherwise in the box.