collections_bookmark Part of Modern Horizons 3
Bloodstained Mire card art
Live Play Data

Bloodstained Mire

Land · Modern Horizons 3 (MH3)
10%
Live Inclusion
Times Brought
1539
Decks Running
812
Median Cast Turn
3
Drawn → Played
71%
Format

10% of tracked Commander decks run Bloodstained Mire, and when it reaches a player's hand, 71% of copies are activated before the game ends, with a median activation turn of 3.

Bloodstained Mire is a fetch land that needs no introduction: it fixes mana, thins the deck, and enables graveyard synergies at the cost of one life. Across Playgroup Live's tracked games, 10% of active Commander decks bring it, and drawn copies are activated 71% of the time.

The median activation happens on turn 3, but the distribution skews early: the single most common activation turn is turn 1, reflecting opening-hand keeps where players crack the fetch immediately for a dual or basic. The graveyard is the overwhelmingly common final resting zone, as expected for a land that sacrifices itself on resolution. Battlefield stickiness is near zero by design.

Bloodstained Mire is legal in Commander and carries no color identity, so any deck can run it. In practice, the top commanders pairing with it all share Black and Red in their color identity, which is exactly what Swamp and Mountain fetch targets serve. The 496 distinct players who have brought it to a tracked game span a wide commander spread, giving this dataset reasonable cross-deck coverage.

At a glance
  • 10% of tracked Commander decks include Bloodstained Mire
  • 71% of drawn copies are activated before the game ends
  • T3 median activation turn, with turn 1 as the single most common
  • 496 distinct players have brought this card to a tracked game, a well-spread sample
  • 30% win rate in games where Bloodstained Mire was activated (normalized to 4-player baseline)

First-cast turn

n=249
28%
T1
14%
T2
10%
T3
10%
T4
12%
T5
22%
T6-9
4%
T10+
Median 3 P25 1 · P75 6 · max 11
Cast same turn as drawn 61%

The "good card" funnel

1540 brought · 496 players
Brought to game
1540
Ever drawn
352
Reached battlefield
249
Still on board at game end
16
71%

Of 1540 copies brought to games, 352 were drawn, 249 of those were activated, and almost none stayed on the battlefield, consistent with a fetch land that sacrifices itself on use.

≥ -1.6pp

Players who cast this card win 30% of the time (n=240) , vs 26% when it never left the library (n=1073).

When players drew this card but left it in hand, they won 31% (n=97) — 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 +4.1pp; 95% confidence interval -1.6pp to +9.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

410 instances
3.9%
Library
3.9%
Battlefield
68.0%
Graveyard
11.7%
Exile

Almost all Bloodstained Mires end the game in the graveyard after sacrificing themselves to fetch a land, with only a handful stranded in hand or exile and almost none remaining in the library or on the battlefield.

Commanders that played this card

in tracked games

The top commanders are spread across multiple archetypes, but all share Black or Red in their color identity, matching the Swamp and Mountain targets Bloodstained Mire can fetch.

Frequently Asked

How often is Bloodstained Mire drawn in a Commander game?
In 1180 tracked games where Bloodstained Mire was in the deck, it was drawn 23% of the time. That is typical for a singleton in a 100-card deck. Of 352 copies that reached a hand, 71% were activated before the game concluded. The remainder sat unactivated, most often because the game ended before the player needed to crack it.
What turn does Bloodstained Mire usually get activated?
Median activation lands on turn 3. The distribution is front-loaded: turn 1 is the mode, driven by players who keep a fetch in their opening hand and crack it immediately for a dual land. The interquartile range runs from turn 1 to turn 6, so while the median is turn 3, a significant cluster fires on turn 1.
Does activating Bloodstained Mire correlate with winning?
In the 240 participations where Bloodstained Mire was activated, the win rate is 30% (normalized to a 4-player baseline of 25%). Games where it stayed in the library show a 26% win rate. The delta is a directional early signal rather than a conclusive finding, and the 95% confidence interval on the lift crosses zero, so read it as consistent with the card being a mana-quality staple rather than proof of a causal win-rate boost.
Is Bloodstained Mire legal in Commander?
Yes, Bloodstained Mire is legal and unrestricted in Commander. It is banned in Pioneer and Historic. It is legal in Legacy, Modern, Vintage, and several other formats. Because it has no color identity, it slots into any Commander deck that can afford to run a fetch land, though its tutored targets are Swamps and Mountains, making it most efficient in Black-Red and adjacent color combinations.
Which commanders most commonly pair with Bloodstained Mire?
The top commanders in the tracked dataset are The Ur-Dragon, Edgar Markov, Hearthhull the Worldseed, Mr. House President and CEO, and Kaalia of the Vast, among others. All share Black or Red in their color identity, which aligns directly with the Swamp and Mountain fetch targets Bloodstained Mire tutors for. Five-color and Mardu-adjacent commanders dominate the top of the list.
How concentrated is the Bloodstained Mire data across players?
496 distinct players have brought Bloodstained Mire to a tracked game on Playgroup Live. The single heaviest contributor accounts for 4% of all tracked instances, well below the 15% threshold where concentration becomes a concern. This spread gives the dataset reasonable diversity and means the aggregate numbers are not driven by any one player's habits.