Lairs are just a bit better at mana fixing in a 3+ colour deck I guess, but I don't think they really offer an advantage over a 3-colour tap land like ], which would be mana-neutral after turn two, just like bounce lands. Thus, over the course of a game, bounce lands have a total mana advantage over lairs. Bounce lands are mana- negative on turn 2, but are mana- neutral Turn 3 onward. Lairs are mana-neutral on turn 2, but are then mana-negative turn 3 onward. Turn 4: Play a third land, 4 mana to work with. Turn 3: Play mountain again, plus bounce land open. Turn 2: Tap mountain, play bounce land, bounce tapped land. It also supports Landfall triggers in a beneficial way. IF you need the mana fixing, it's a really effective land-based method to do so. You can tap the land you return for mana AND play and tap the Lair for mana. This means that you'll be set back approx 1/2 land drop. Turn 4: Play a third land, three mana to work with. Unlike Bounce Lands, they DO NOT enter tapped. Turn 3: Play mountain again, still have only two mana to work with. Turn 2: Tap mountain, play Lair, bounce tapped mountain. You're actually set back an entire land drop with lairs, where bounce lands compensate for that by tapping for two mana. This is similar logic to the inclusion of cards like ], ], or ] in Zendikar drafts - the downside of bouncing a land can be mitigated or even turned into upside in the right deck. As such, while setting yourself back on land is usually a downside, the extra landfall triggers combined with the flexibility of playing it earlier if you really need the fixing can make it a justified inclusion, especially for budget conscious players that can't just jam in all the fetchlands. If you play out the Lair as your last land from your hand, and then replay the land you bounce next turn, you're no further behind than you would be if you missed that land drop. That only matters if you have extra lands to play though. The main downside (that everyone in the thread has already beaten to death) is that while they do enter untapped the turn you play them, they set you back a land on future turns. In a 3 color deck that cares about landfall triggers, they can be decent.
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