Stop Trying To Make Fetch Happen (In Mono-Color cEDH Decks)

Polluted Delta by Vincent Proce and Regina George by Rachel McAdams
For all their myriad benefits, fetchlands have never carried so much risk in cEDH as they do right now. The rise of anti-tutor effects has given pause for thought on everyone's favourite broken land cycle, and while decks of two colors or more will remain just as reliant on fetchlands, mono-color decks have now reached a point where the risk outweighs the reward.
But before looking at why mono-color cEDH decks shouldn't be playing fetchlands, let's look at why they've played them historically. The primary reason fetchlands have seen mass play in every format they're legal in is how good they are at fixing mana, which isn't a concern for a mono-color deck. It might seem silly decks that only care about one type of mana would want them in the first place, but read on.
Every* Color Has A Reason
While life loss and the chance to recur a land straight from the bin come up in other formats, neither ability is leveraged much in cEDH. The most common use for fetchlands in cEDH (in mono-color decks) is the ability to shuffle your library. Shuffling in and of itself is useless, but when paired with a card that cares about the top of your library, possibilities arise. Barring white, every color has at least one reason, or one card, that benefits from this.
Blue has the most reasons of any single color to care about fetchlands. Brainstorm
Counterbalance
Dig Through Time
Mystic Sanctuary
Black has a single reason to run fetchlands, and it has nothing to do with the topdeck. It's just another way to create a truly singleton mana base. With the proliferation of high-quality lands that enter untapped, it has never been easier to get away with a mana base with no repeats.
Dual color decks can do it handily, and we've now reached the point even mono-color decks can do it without any major concessions. New cEDH players often see Tainted Pact
Red is unique from the other colors in that it doesn't have anything that cares about the topdeck. It's not the shuffling red is interested in, it's the fact a fetchland represents one more card in the graveyard. There's not a lot of nuance here and not much more to say. Fetchlands put cards in your bin, and Underworld Breach
Whether or not the four (five, including Prismatic Vista
Green, like blue, cares about manipulating the top of the deck. For all the same reasons as Brainstorm
Finally, the colorless options. Neither of these artifacts have seen much play in cEDH in recent years. Sensei's Divining Top
In the right deck, with the right card at the right time, there's no denying a fetchland can make a big difference. But until recently, the inclusion of fetchlands carried no meaningful opportunity cost.
Regina George and Co.
As much as you might want to make fetch happen, there are now four Regina George cEDH staples that directly punish you for playing fetchlands, three of them printed in as many years. In order of the danger they pose, Opposition Agent
No, these cards won't always be in play, and an opening hand with a fetchland should be able to play it without fear of these cards landing on turn one, but I'd wager the likelihood one of your opponents has an anti-fetchland effect is greater than the chance you've seen the card you play that cares about fetches. The growing prevalence of these cards means fetchlands now come with a real risk, one that wasn't there until recently.
Of course, there are also dedicated anti-land cards that will crop up from pod to pod, like Root Maze
Mono-color decks are pretty much the only cEDH decks that can get away with a fetchless mana base, a strength that seems increasingly worth leaning into. After all, if you can avoid the taxes and tribulations every other greedy mana base will fall prey to, why wouldn't you?
What About Thinning?
Thinning isn't a reason for or against running fetchlands, but it's a persistent phenomena that deserves a mention. In short, it doesn't matter. It's irrelevant, and always a bad argument for the inclusion of fetchlands. In long, I turned to my friend Sam, a maths teacher and one half of the best drafting channel on Youtube, Draft Punks. So Sam, if you take an average cEDH deck, 99 cards and 28 lands, does cracking a fetch on your first turn make much of a difference for your second one?
Providing a 99-card deck with 28 lands, a starting hand of 7 cards will have in expectation ("on average") 1.98 lands and 5.02 non-lands. Your first draw step will add an additional lands to your hand, so we have a starting 8-card hand of 2.26 lands and 5.74 non-lands before we make our first land drop.
If we then play a non-fetch land and pass the turn back around, our probability of drawing a land is still .
However, if we fetch a land on our first turn and pass the turn back around, we reduce the number of lands in the deck by 1. This makes the probability of drawing a land .
The difference between these two probabilities is , or approximately 0.8 percentage points.
As a percentage difference, this is , or approximately 2.8%.
What does this difference look like in practice? It means that if you played 100 games without fetching, you'd draw a land next draw step in 28 of those 100 games. If you played 100 games with a fetch, you'd draw a land next draw step in 27 of those 100 games.
If you'd describe that difference as anything other than "minor", I've got a Bridge From Below
That's just a simple scenario and far from exhaustive, but it's emblematic of the minimal impact that fetches actually make when it comes to thinning. Obviously the impact grows as you play more fetches and draw more cards, but not enough to matter.
There is the argument that cEDH players should maximise their chances and fight for every little percentage point, but I'd contend that the number of games where a fetch falls prey to any of the format's anti-fetch cards will vastly outweigh the games where this thinning effect makes a difference.
Think Before You Fetch
All this to say that if you're going to include fetchlands in a mono-color cEDH deck, you need a very good reason. Synergy can be that reason, either with your commander or with important cards in the 99, but you'll need to carefully weigh the risk and reward. Raise your hand if you have ever been personally victimised by Opposition Agent
Obviously mileage will vary, and the value of a fetchland will revolve around the quantity and importance of cards that interact with them, but they're no longer the free inclusion they once were. Don't throw them into your mono-color deck unless they're actively benefitting your primary strategy. If they aren't, they could easily prove much more trouble than they're worth.
A Stretch?
Or am I overselling it? Do fetchlands have uses in mono-color decks that I've overlooked or forgotten about? Does your mono-color cEDH deck have a special reason for running every fetch it can possibly run? Are you making fetch happen? Let me know in the comments!