Commercial District
82% of drawn Commercial Districts are played before the game ends, with a median first-cast turn of 3 across 417 tracked multiplayer games on Playgroup Live.
Commercial District lands in 239 of the 2995 distinct Commander decks tracked on Playgroup Live, a 8% inclusion rate among active green-red shells. When players draw it, they act on it fast: 82% of drawn copies reach play before the game ends, placing it among the most consistently executed lands in the dataset.
The surveil-1 trigger is the differentiator. Unlike a basic dual that simply fixes mana, Commercial District converts an enters-tapped penalty into a library-quality effect. Players entering it on turn 1 or 2 smooth their early draws at a cost they have already budgeted. The median first-cast turn is 3, and the mode is turn 1, reflecting how often this card appears in opening hands and goes down immediately.
The data is well-spread: 213 distinct players have brought the card to a tracked game, and the single heaviest contributor accounts for just 3% of all instances. That breadth adds confidence to the directional signals below, even though the dataset remains modest in absolute size.
- 8% of tracked Commander decks include Commercial District
- 82% of drawn copies are played before the game ends
- T3 median first-cast turn, with turn 1 as the most common
- 92% battlefield stickiness once the land resolves
- 213 distinct players have brought this card to a tracked game
- 38% draw rate per game, consistent with a singleton in a 100-card deck
First-cast turn
n=133The "good card" funnel
432 brought · 213 playersOf 432 Commercial Districts brought to multiplayer games, 162 were drawn, 133 of those were cast, and nearly all cast copies remained on the battlefield through end of game.
Players who cast this card win 33% of the time (n=127) , vs 28% when it never left the library (n=213).
When players drew this card but left it in hand, they won 45% (n=28) — 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 +5.1pp; 95% confidence interval -4.0pp to +14.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
173 instancesMost Commercial Districts never leave the library in a given game, which is expected for any singleton in a 100-card deck. The meaningful signal is that among observed copies, the overwhelming majority ended on the battlefield rather than in hand or graveyard.
Commanders that played this card
in tracked games-
1
Flubs, the Fool
13 decks
-
2
Hearthhull, the Worldseed
13 decks
-
3
Bello, Bard of the Brambles
11 decks
-
4
Pantlaza, Sun-Favored
11 decks
-
5
Etali, Primal Conqueror // Etali, Primal Sickness
9 decks
-
6
Cloud, Ex-SOLDIER
6 decks
-
7
Disa the Restless
6 decks
-
8
Toph, the First Metalbender
6 decks
-
9
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
6 decks
-
10
Wolverine, Best There Is
6 decks
The top-commander list is spread across at least four distinct color identities that include green and red, with no single commander commanding a dominant share, reflecting how broadly the card fits Gruul-inclusive shells.