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. Those lands entered play tapped once you controlled more than three lands. On turn three, you’re very likely playing these untapped anyway, making them akin to the original Alpha/Beta/Unlimited dual lands. They never “shock” you to come into play untapped, either, like the dual lands from the Ravnica sets. Does this actually make them better than the shock-lands?
Coming into play tapped on turns one or two can be an issue for some decks. Still, people played with the Temple scry lands from the Theros sets for quite a bit in Standard, and they always come into play tapped. The fact you can fetch these lands out may not be better than the Scry ability, but they’re usually going to be better than the pain-lands such as Battlefield Forge.
These won't be a budget alternative to shock-lands in Modern - not that shock-lands are all that expensive right now. They may be a bit too 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. These are in fact quite good and will see play all over Standard. Commander players will be quite happy to have these, as well.
What do you all think of these lands?