Cinder Glade
Cinder Glade appears in 8.9% of tracked Commander decks, but once it lands in hand, 84% of drawn copies are cast — one of the highest draw-to-play rates of any land in the dataset.
Cinder Glade sits in 161 of the 1,812 distinct Commander decks tracked on Playgroup Live, an 8.9% inclusion rate that reflects its narrow color-identity window rather than any weakness. Red-green and Gruul-adjacent decks treat it as a near-automatic slot.
The standout figure is draw-to-play rate: 84% of drawn copies are cast before the game ends. That's the behavior of a land players never second-guess. The median turn a Cinder Glade is played is turn 5, with the interquartile range stretching from turn 3 to turn 7. The slight delay past turn 1 is structural: the card enters tapped unless two or more basic lands are already in play, so players who fetch it early sometimes prefer to sequence other lands first. The hand-to-cast median of 1 turn confirms players move it to the battlefield quickly once they've drawn it.
The win-rate delta between "cast" and "sitting in library" is just under 2 percentage points, a directional signal only given the sample size. What matters more is the 92% battlefield stickiness: once Cinder Glade resolves, it almost never leaves.
- 8.9% inclusion rate across all tracked Commander decks
- 84% of drawn Cinder Glades are cast before the game ends
- T5 median first-cast turn
- 92% battlefield stickiness once the land resolves
- 161 distinct decks running Cinder Glade in the dataset
- 63 total times cast across 215 tracked games
First-cast turn
n=72The "good card" funnel
260 broughtOf 241 Cinder Glades brought to games, 57 were drawn and 63 were cast — an 84% draw-to-play rate — and 58 copies were still on the battlefield when the game ended, reflecting 92% stickiness.
Players who cast this card win 40% of the time (n=72) , vs 39% when it never left the library (n=174).
Final zone distribution
260 instances166 of 241 Cinder Glades never left the library — normal for a singleton in a 100-card deck — but the 58 that reached the battlefield stayed there in 92% of cases, underlining its resilience once it resolves.
Top commanders running this card
by deck count-
1
Hearthhull, the Worldseed
13 decks
-
2
Ureni of the Unwritten
13 decks
-
3
Auntie Ool, Cursewretch
12 decks
-
4
Bello, Bard of the Brambles
11 decks
-
5
Heroes in a Half Shell
10 decks
-
6
Pantlaza, Sun-Favored
10 decks
-
7
Korvold, Fae-Cursed King
7 decks
-
8
Leonardo, the Balance
6 decks
-
9
Me, the Immortal
6 decks
-
10
Minsc & Boo, Timeless Heroes
6 decks
The commander distribution is reasonably spread, with the top slot at just 13 decks; Cinder Glade appears across a broad range of red-green and Gruul-adjacent commanders rather than concentrating in a single archetype.
How often is Cinder Glade drawn in a Commander game? ▾
Across 215 tracked games, Cinder Glade was drawn in 57 of 238 deck-participations, giving it a 23.65% draw rate. That is right in line with the baseline expectation for a singleton in a 100-card deck. Of those 57 drawn instances, 63 casts were recorded, reflecting an 84% draw-to-play rate — players cast it the large majority of the time they see it.
Why does Cinder Glade sometimes enter tapped even in decks with lots of basics? ▾
The card's condition requires two or more basic lands already in play when it enters, not just in the deck. In the early turns of a game, that threshold is easy to miss. Players who lead with fetchlands or dual lands may not control two basics until turn 3 or 4, which contributes to the median first-cast turn of 5. The hand-to-cast median of 1 turn shows that once players judge the time is right, they play it the very next turn.
Which commanders most often run Cinder Glade? ▾
The top slots in our data belong to Auntie Ool, Cursewretch and Hearthhull, the Worldseed (13 and 12 decks respectively), both Jund commanders whose basic-land counts tend to be healthy enough to trigger Cinder Glade reliably. Ureni of the Unwritten and Bello, Bard of the Brambles round out the top tier. The spread across red-green and three-color Gruul-adjacent commanders is consistent with what the card's color identity would predict.
Is Cinder Glade legal in Commander? ▾
Yes. Cinder Glade is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander. Its color identity is red-green, so it can only slot into Commander decks whose commander's color identity includes both R and G.
Does casting Cinder Glade actually improve your win rate? ▾
The cast_vs_library_delta in our dataset is roughly 2 percentage points (38.1% win rate when cast versus 36.1% when it stayed in the library). That gap is directional at best given the sample sizes involved — 63 cast observations and 166 library observations. We would not call it conclusive. What the data does confirm clearly is a 92% stickiness rate: once Cinder Glade hits the battlefield, it almost never comes back off.
How quickly do players cast Cinder Glade after drawing it? ▾
Among the 47 instances where Cinder Glade was both drawn and cast, the median wait was 1 turn and the average was 1.11 turns. About 49% of those were cast on the exact same turn they were drawn. The maximum observed delay was 5 turns. This is consistent with a land that players want in play promptly but occasionally hold a single turn to ensure the enters-untapped condition is met.