You can argue a guildgate is two .5 lands, so it makes itself basically like 1 land, aka makes up for the tempo loss. A wilds is more like .3 of a land.
And, yeah, I'd rate it as two .4's of a land for a total of .8. Guildgates are .9's.
I'm afraid I lost the two of you when you started discussing fractional land theory.
Evolving Wilds doesn't make .3 or .8 of a mana, it makes 1.0 of a mana. Having the ability to produce different colors of mana doesn't somehow make a land worth less than a land. What metric are you using, exactly, to calculate the land-ness coefficient of these cards?
Here is my thought process:
-
Evolving Wilds gives you the color of mana you need the most. This is good, because it helps you to cast your spells.
-
Evolving Wilds enters the battlefield tapped. This is bad, because you can cast less things on that one turn.
- If you don't have the color of your mana you need the most, you have to wait and hope you draw a land of the right color. The waiting period ranges from "one turn" to "until you lose."
- Waiting one turn is better than waiting an indefinite number of turns that may end up costing you the game.
- You often have turns where you don't spend all your mana. At these times,
Evolving Wilds's drawback is negligible.
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Evolving Wilds doesn't take up a spell slot.
- Therefore, play
Evolving Wilds.
This isn't rocket science.