Here's my rough gauge of priority rankings, within the context of a 3-colored deck, followed by a 2-colored one (past some point are lands I won't consider for 3c but will for 2c because 2c decks can't run multiples of the same cycle and have to dip to a larger pool of duals). I have a very high priority/bias for mana-tempo, so ETBT is a major factor and there's a pretty clear division between unconditional untapped, conditional untapped and absolute-ETBT lands for me. I will just use a Gruul, Simic, Jund and Temur example to indicate how complete a cycle is.
Tier 0
The cream of the crop, due to the nature of the formation it elevates Checklands as the premier "conditional" dual of choice
#1 Fetchlands + ABUR Duals + Shocklands
#2 Fetchlands + ABUR Duals
#3 Fetchlands + Shocklands
#4 Checklands (With #1, #2 or #3) (
Rootbound Crag,
Hinterland Harbor)
Tier 1
Without the quintessential combination, ABUR and Shocks still stand supreme and enough to support Checklands up as well.
#5 ABUR Duals (No Fetches) (
Taiga,
Tropical Island)
#6 Shocklands (No Fetches) (
Stomping Ground,
Breeding Pool)
#7 Painlands (
Karplusan Forest,
Yavimaya Coast)
#8 Checklands (With ABUR and/or Shocks) (
Rootbound Crag,
Hinterland Harbor)
#9 Multiplayer Lands (
Spire Garden,
Rejuvenating Springs)
Tier 1.5
They aren't quite as good as the Tier 1s in a vacuum, but are acceptable stand-ins for the Tier 1s if required.
*Horizon Lands can be better than painlands in land-recursion builds, but otherwise is technically "inferior" from a mana production standpoint.
#10* Horizon Lands (
Horizon Canopy,
Waterlogged Grove)
#11 Slowlands (
Rockfall Vale,
Dreamroot Cascade)
#12 Fetchlands (No ABUR and Shocks) (
Wooded Foothills,
Misty Rainforest)
#13 Pathways (
Cragcrown Pathway // Timbercrown Pathway,
Barkchannel Pathway // Tidechannel Pathway)
#14 Checklands (No ABUR and Shocks) (
Rootbound Crag,
Hinterland Harbor)
Tier 1.9
Shadowmoor Filters need support so in a vacuum rank lower but generally speaking as long as I have the fixing from Tier 0/1 settled in they are in all decklists to augment flexibility rather than as stand-ins of any kind, In the context of a 3-colored deck, ETBT is an acceptable drawback in exchange for all colors, that is why these cards fall into this awkward/unique Tier 1.9 section, as they essentially round up what I consider acceptable for 3-colored decks.
#15 Shadowmoor Filters (
Fire-Lit Thicket,
Flooded Grove)
#16 Triomes (
Ketria Triome)
#17 Trilands (
Savage Lands,
Frontier Bivouac)
Tier 2
Cards that look like they could be 1.5, but are ultimately too stringent (and with the above tiers already loaded with choices), don't make the cut. However, they are perfectly good choices for 2C decks, where you have more spaces for different duals since you usually only use 1 per cycle, not 3.
#18 Tangos (with Fetches)
#19 Tangos (
Cinder Glade)
#20 Reveal Lands / Snarls (
Game Trail,
Vineglimmer Snarl)
Tier 2.5
They're quirky in different ways outside of just a conditional ETB untapped condition, but are fun enough to fill end the tail-end slots for 2C decks. Yes, I don't like Fastlands because of how fast they expire.
*Tribal Lands work on the assumption you have at least 1 card for a gamble, if not it drops a tier and in the proper tribal deck can go all the way to even above Shocklands. Its position is sort of arbitrary on the fact it could ETB untapped.
#21 Odyssey Filters (
Mossfire Valley)
#22 Tainted Lands (
Tainted Field)
#23 Storage Lands (
Fungal Reaches)
#24 Karoo Lands (
Gruul Turf,
Simic Growth Chamber)
#25 Fastlands (
Copperline Gorge,
Botanical Sanctum)
#26* Tribal Lands (
Wanderwine Hub,
Ancient Amphitheater)
Tier 3
I make it clear my disdain for ETBT mana-fixing lands and personally don't run any of them, but I ranked them all the same and if I had to build with them, this would be my priority order, favoring fetch-utility (even if it's slow), followed by other ETB triggers, then by activated abilities and lastly fetching only basics (because it's already slow). If you have somewhat an okay base from anything above this tier, I might even recommend just running Basics for better tempo.
#27 Bicycle Lands (With Fetches)
#28 Mirage Fetches (With Shocklands)
#29 Mirage Fetches (With Tangos)
#30 Temples (
Temple of Abandon,
Temple of Mystery)
#31 Gain Lands (
Rugged Highlands,
Thornwood Falls)
#32 Refuges (
Kazandu Refuge)
#33 Bicycle Lands (No Fetches) (
Sheltered Thicket)
#34 Manlands (
Raging Ravine,
Lumbering Falls)
#35 Campuses (
Quandrix Campus)
#36 Mirage Fetches (Only Basics) (
Mountain Valley)
#37 Panoramas (
Jund Panorama)
Tier 3.5
They ETBT and don't even do anything else outside of specific type synergies (which is much narrower than the Tier 3s), as can be seen by the number of asterisks. In the correct deck they could be elevated to the peak of Tier 3, but even then the sheer ETBT puts them behind tempo compared to anything above Tier 3. Without synergy I would really recommend Basics over these for better tempo consistency.
#38 Invasion Duals (
Shivan Oasis)
#39* Guildgates (
Gruul Guildgate,
Simic Guidgate)
#40* Snow Duals (
Highland Forest,
Rimewood Falls)
#41* Bridges (
Slagwoods Bridge,
Tanglepool Bridge)
#42 ETBT Painlands (
Skyshroud Forest)
Tier 4
Please just run Basics. You lose way too much tempo playing these lands.
#43 Kamigawa Stucklands (
Pinecrest Ridge)
#44 Tempest Stucklands (
Mogg Hollows)
#45 Homelands Trifilters (
Koskun Keep)
#46 Lairs (
Darigaaz's Caldera)
#47 Ice Age Depletion Lands (
Timberline Ridge)
Remember, this is just ultimately just my personal rankings and probably inaccurate because in practice I essentially don't even consider the bottom half of the rankings to even exist for most part anyway.