I definitely agree. Land bases are often disregarded. It's often seen as one of the last parts of a deck to really be optimized, when often it ought to be the first. Sadly it often is the most pricey portion of a list though.
The two missing shocks are coming in, next LGS visit. They're easy adds, although your comment about fountain is surprising. It was half the price of shrine. The bicycles I have to admit I'm not a huge fan of. Unconditionally entering tapped is disappointing even if they cycle, particularly because I have to be pretty desperate to cycle. The tango lands are decent enough, I guess there's no reason not to pick up
Prairie Stream. They're probably more reliable than check lands in a tricolor list.
As far as fetches and smoothing things out, yeah for sure. I'm not going to grab a true fetch any time soon though, and honestly the payoff for including cheap fetches doesn't seem worth it without a way to reuse them. I could get Crucible, I guess, but again we're into decent dollars there. I think that sort of assumes that the land base here doesn't work at all too, and it does. It's just, well, slow. As you'd expect for Esper without optimization. And that probably isn't going to change a ton adding cheap fetches either. Ultimately getting ahead for mana here my go to is rocks, value reanimation spells and, now,
Bone Miser. Adding fetches just doesn't seem like it will add much to that without dropping a ton of cash for the great ones and ways to abuse them. I'm open to being convinced otherwise though.
Mystic Sanctuary is a slight reach, sure. There's enough redundancy in the list I ought not to need it every game though. I think there's a fair chance it could do decent things, although I have yet to try it out. At the least it's another argument for
Prairie Stream, so I do at least want to give it a whirl before deciding it's a dead duck.
Field....like, it enters tapped unconditionally, only produces colorless and needs 7 other individual lands in play before it does anything. Bearing in mind that I have no way to put more than one land into play per turn, we're bare minimum turn 8 before it does anything at all, and those first 8 turns I definitely don't want to play a land entering tapped anyway. Then once it's in play it gives us a zombie per turn cycle, assuming I hit land drops every turn. And that's optimally. Anything less than this and I'm getting probably nothing out of it, or it's too little too late. The token enters untapped and that's cool and all, but the payoff in this context just doesn't seem worth it. In a deck with green where I can ham up the ramp big time it seems great. I just don't see the value in it here. With its banning it'll probably drop in price a tad, so the monetary risk is low I guess, I just question it's efficacy in the context of probably the three slowest land ramp colours in the game. There are probably some cute combat tricks for chump blockers with fetches and such, but they seem pretty corner case.
Appreciate the advice OC. I'm with you on the shocks, maaaybe the idea of fetches, but Field I'm really not convinced with. My guess is mostly doesn't do enough.