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Cinder Glade card art
Live Play Data

Cinder Glade

Land — Mountain Forest · Marvel Super Heroes Commander (MSC)
43%
Live Inclusion
Times Brought
3213
Decks Running
1566
Median Cast Turn
4.0
Drawn → Played
85%
Format

43% of tracked Commander decks run Cinder Glade, and when drawn it reaches the battlefield 85% of the time with a median first-play on turn 4.0.

Cinder Glade sits in 43% of the tracked Commander decks on Playgroup Live, appearing in 1566 of 3644 distinct decks that have played a recorded game. As a dual land with basic land subtypes, it taps for either red or green and enters untapped whenever you control two or more basic lands, making it a strong fit for any green-red or three-plus-color deck that leans on basics.

The draw-to-play number is the standout: 85% of drawn copies reach the battlefield before the game ends. That's one of the highest rates you'll see for any land. Median first play lands on turn 4.0, and once it resolves it sticks at a rate of 92%. The cast-vs-library win-rate delta is a directional positive signal: decks that actually play Cinder Glade win more often than ones where it sits undrawn.

The commander spread is genuinely wide. 1191 distinct players have brought this card to a tracked game, and no single player accounts for more than 1% of instances. That's a healthy distribution for a dataset this size and suggests the numbers reflect diverse playgroups rather than one prolific pilot.

At a glance
  • 43% of tracked Commander decks include Cinder Glade
  • 85% of drawn copies reach the battlefield before the game ends
  • T4.0 median turn of first play
  • 92% battlefield stickiness once played
  • 1191 distinct players have brought Cinder Glade to a tracked game
  • 28% win rate in games where Cinder Glade was played (normalized, 4-player baseline)

First-cast turn

n=760
13%
T1
10%
T2
13%
T3
15%
T4
11%
T5
30%
T6-9
7%
T10+
Median 4.0 P25 3 · P75 7 · max 17
Cast same turn as drawn 55%

The "good card" funnel

3216 brought · 1191 players
Brought to game
3216
Ever drawn
897
Reached battlefield
760
Still on board at game end
700
85%

Of 3216 Cinder Glades brought to games, 897 were drawn, 760 of those were played, and the vast majority stayed on the battlefield through the end of the game.

≥ +2.7pp

Players who cast this card win 28% of the time (n=681) , vs 22% when it never left the library (n=1900).

When players drew this card but left it in hand, they won 24% (n=120) — 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 +6.2pp; 95% confidence interval +2.7pp to +9.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

983 instances
2.6%
Library
71.2%
Battlefield
11.9%
Graveyard
3.3%
Exile

Nearly all observed Cinder Glade copies finish the game on the battlefield, a reflection of both high play rate and strong stickiness once it resolves.

Commanders that played this card

in tracked games

The commander list is spread across at least five different color combinations that include red and green, confirming Cinder Glade as a format-wide staple rather than a card tied to one archetype.

Card text
Cinder Glade card

Cinder Glade

Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
Marvel Super Heroes Commander (MSC) · Rare · Illustrated by Pace Wilder

Frequently Asked

How often is Cinder Glade drawn in a Commander game?
Across 2820 tracked multiplayer games where Cinder Glade was in the deck, it was drawn 28% of the time. That's consistent with what you'd expect from a singleton in a 100-card deck. Of the 897 copies that reached a hand, 85% were played before the game ended.
What turn does Cinder Glade typically hit the battlefield?
The median first-play turn is 4.0 in multiplayer games. The distribution is fairly spread: some copies land in the opening hand and get played on turn 1 or 2, while the bulk cluster in the mid-game between turns 3 and 7. The 90th percentile is turn 9, meaning the occasional late-game copy does see play.
Does playing Cinder Glade actually correlate with winning?
There is a directional positive signal. Win rate in games where Cinder Glade was played sits at 28%, versus 22% in games where it never left the library. The delta is +6.2 percentage points. Both sample buckets are large enough to treat this as a real directional trend, though Commander win rates always reflect deck quality and matchup context, not just the presence of one land.
What commanders most commonly run Cinder Glade?
Hearthhull, the Worldseed and Pantlaza, Sun-Favored each appear in the most decks at the top of the commander list, followed closely by Auntie Ool, Cursewretch, Bello, Bard of the Brambles, and Cloud, Ex-SOLDIER. The spread across Gruul, Naya, and Jund commanders reflects Cinder Glade's flexibility in any deck with both green and red in its color identity.
Is Cinder Glade legal in Commander?
Yes. Cinder Glade is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander. It carries no restrictions in Commander, so you can slot it into any Gruul or three-plus-color deck that includes both red and green.
How reliable is the Cinder Glade data on Playgroup Live?
The multiplayer dataset covers 2820 tracked games and 3216 instances brought to a pod. Crucially, 1191 distinct players have contributed data, and the single heaviest contributor accounts for just 1% of all instances. That spread is a sign of healthy, diverse data rather than one or two prolific players skewing the numbers. Read the win-rate figures as directional rather than statistically definitive.