Adventurer's Inn
80% of drawn Adventurer's Inn copies are played before the game ends, and the land stays on the battlefield 91% of the time once it resolves.
Adventurer's Inn is a colorless common land from the Final Fantasy set that enters the battlefield tapped, adds one colorless mana, and hands its controller 2 life on arrival. Across 540 multiplayer Commander games tracked on Playgroup Live, 283 of 22539 distinct decks have brought it to the table, for an inclusion rate of 1%.
The standout figure is draw-to-play rate. When a copy reaches a player's hand, 80% of the time it is played before the game ends. That is high for a utility land competing against lands with more impactful enters-the-battlefield effects. Median first play lands on turn 4.0, with a notable cluster on turn 1, suggesting many copies are kept in opening hands and deployed immediately. Once it hits the battlefield, it stays there 91% of the time, consistent with lands facing little targeted removal.
The commander distribution is notably wide. 255 distinct players have brought the card to a tracked game, and the single heaviest contributor accounts for just 3% of all instances. That spread adds confidence that the play patterns here reflect broad deckbuilding choices rather than one pilot's habits. As a colorless land, Adventurer's Inn fits any deck regardless of color identity, which explains its presence across commanders ranging from five-color goodstuff to mono-white aggro.
- 1% of tracked Commander decks include Adventurer's Inn
- 80% of drawn copies are played before the game ends
- T4.0 median first-play turn
- 91% battlefield stickiness once it resolves
- 255 distinct players have brought it to a tracked game
- 112 total times played across all tracked games
First-cast turn
n=112The "good card" funnel
557 brought · 255 playersOf 557 copies brought to tracked games, 140 were drawn, 112 of those were played, and the large majority remained on the battlefield at end of game.
Players who cast this card win 29% of the time (n=103) , vs 24% when it never left the library (n=352).
When players drew this card but left it in hand, they won 31% (n=25) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +4.8pp; 95% confidence interval -4.4pp to +14.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
157 instancesThe vast majority of Adventurer's Inn copies end each game on the battlefield rather than in the library, which is unusual for a singleton land and reflects how reliably it gets played once drawn.
Commanders that played this card
in tracked games-
1
The Wandering Minstrel
19 decks
-
2
Hope Estheim
18 decks
-
3
Blech, Loafing Pest
11 decks
-
4
Bre of Clan Stoutarm
10 decks
-
5
Aerith Gainsborough
7 decks
- 6 Ultima, Origin of Oblivion 7 decks
- 7 Molecule Man 6 decks
-
8
Choco, Seeker of Paradise
5 decks
-
9
Dina, Soul Steeper
5 decks
-
10
Lathiel, the Bounteous Dawn
5 decks
The top-commander list spans five-color, Azorius, mono-white, and colorless commanders, a natural consequence of Adventurer's Inn fitting any color identity in the format.