Bloodstained Mire
10% of tracked Commander decks run Bloodstained Mire, and when it reaches a player's hand, 74% of copies are activated before the game ends, with a median activation turn of 3.0.
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 74% of the time.
The median activation happens on turn 3.0, 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 949 distinct players who have brought it to a tracked game span a wide commander spread, giving this dataset reasonable cross-deck coverage.
- 10% of tracked Commander decks include Bloodstained Mire
- 74% of drawn copies are activated before the game ends
- T3.0 median activation turn, with turn 1 as the single most common
- 949 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=558The "good card" funnel
3180 brought · 949 playersOf 3180 copies brought to games, 750 were drawn, 558 of those were activated, and almost none stayed on the battlefield, consistent with a fetch land that sacrifices itself on use.
Players who cast this card win 30% of the time (n=497) , vs 25% when it never left the library (n=2018).
When players drew this card but left it in hand, they won 33% (n=174) — 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 +4.6pp; 95% confidence interval +0.5pp to +8.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
861 instancesAlmost 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-
1
The Ur-Dragon
56 decks
-
2
Kaalia of the Vast
36 decks
-
3
Edgar Markov
31 decks
-
4
Sauron, the Dark Lord
24 decks
-
5
Nekusar, the Mindrazer
23 decks
-
6
Mr. House, President and CEO
22 decks
-
7
Hearthhull, the Worldseed
21 decks
-
8
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
21 decks
-
9
Valgavoth, Harrower of Souls
19 decks
-
10
Esika, God of the Tree // The Prismatic Bridge
18 decks
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.