The downside to these dual lands is that they enter play tapped unless you control two or more basic lands. This seems bad, but it’s essentially the opposite of the “fast lands” from Scars of Mirrodin, which entered play tapped once you controlled more than three lands. On turn three, you’re very likely playing these untapped, making them akin to the original ABU dual lands. They never “shock” you to come into play untapped, either. Does this make them better than the shock-lands?
Coming into play tapped on turns one or two can be an issue for some decks, but keep in mind people have been playing with the Temple scry lands for quite a bit in Standard, and they always come into play tapped. The fact you can fetch these out may not be better than the Scry, but they’re usually going to be better than the pain-lands.
I’m not sure that these will be a budget alternative to shock-lands in Modern - not that shock-lands are all that expensive right now. They may be a bit slow for the format. However, in decks that don’t mind them coming into play tapped for the first couple of land-drops, these are, in fact, a bit better. We’re going to have to see them in practice, but these are in fact quite good and will see play all over Standard. Commander players will be quite happy to have these, as well. As it’s likely that set two of the Battle for Zendikar block will have the enemy cycle, it now stands to wonder where the fetchlands will be.
Perhaps, that is a clue… What do you all think?