Fetching Garden
Carrying both the Forest and Plains subtypes is the load-bearing feature: any effect that searches for either basic land type finds this, which is what separates this line of lands from a painless dual that merely produces two colors. The tapped-on-entry clause is the whole cost, and the design is careful about how the land arrives. It enters untapped when a Knight of the Reliquary, a Ramunap Excavator, or a fetchland puts it onto the battlefield, and tapped only when you play it from hand as your land for the turn. That distinction is deliberate: it taxes the honest turn-one land drop while rewarding decks built to drop lands into play from anywhere else, turning the drawback into a soft synergy trigger rather than a flat penalty. Structurally it does the work the earlier searchable duals did, but the type line is the payoff. A single fetch effect can retrieve it by either half of its identity, and pulling it from the library thins the deck the way a basic would. It asks nothing of a deckbuilder beyond running the two colors it already produces, which is why lands cut from this template tend to outlast the sets that print them.
