collections_bookmark Part of Bloomburrow
Cultivate card art
Live Play Data

Cultivate

{2} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
40%
Live Inclusion
Times Brought
2585
Decks Running
1356
Median Cast Turn
4
Drawn → Played
70%
Format

Cultivate sits in 40% of tracked Commander decks on Playgroup Live, drawn 24% of the time and cast in 70% of those instances, with a median first-cast turn of 4.

Cultivate shows up in 40% of the 3386 tracked Commander decks on Playgroup Live. That makes it one of the most-included green spells in the dataset, appearing in 1356 distinct decklists.

The draw-to-play rate of 70% reflects how often a drawn copy reaches resolution before the game ends. Players hold it a median of one turn before casting, and the mode first-cast turn is 3, meaning many players snap it off immediately when they have the mana. The on-curve rate of 41% is lower than that suggests, but that mostly reflects copies drawn after the critical early turns rather than players choosing to sit on the card. Being a 3-mana sorcery, a copy drawn on turn 6 is already behind curve by definition.

The data is well-spread: 898 distinct players have brought Cultivate to tracked games, and the single heaviest contributor accounts for just 2% of all instances. That breadth gives the numbers a solid foundation across a wide range of playgroups and commanders.

At a glance
  • 40% of tracked Commander decks include Cultivate
  • 24% draw rate per game, consistent with a singleton in a 100-card deck
  • 70% of drawn Cultivates are cast before the game ends
  • T4 median first-cast turn, with mode on turn 3
  • 41% on-curve cast rate for this 3-mana spell
  • 898 distinct players have brought Cultivate to a tracked game

First-cast turn

n=435
3%
T1
13%
T2
26%
T3
16%
T4
10%
T5
26%
T6-9
7%
T10+
Median 4 P25 3 · P75 6 · max 14
On curve 41% (111 / 435 cast on T3) Cast same turn as drawn 32%

The "good card" funnel

2596 brought · 898 players
Brought to game
2596
Ever drawn
618
Reached battlefield
435
Still on board at game end
6
70%

Of 2596 Cultivates brought to games, 618 were drawn and 435 of those were cast, a chain that reflects both healthy demand for the card and the natural attrition of a 100-card singleton deck.

≥ -1.5pp

Players who cast this card win 26% of the time (n=430) , vs 23% when it never left the library (n=1798).

When players drew this card but left it in hand, they won 28% (n=180) — 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 +2.6pp; 95% confidence interval -1.5pp to +6.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

680 instances
3.5%
Library
0.9%
Battlefield
68.7%
Graveyard
8.2%
Exile

Most Cultivates resolve cleanly and end up in the graveyard, as expected for a sorcery. The handful remaining in the library represent copies that were never drawn across 2596 total game appearances.

Commanders that played this card

in tracked games

The commander list spans mono-green, two-color, and five-color builds alike, confirming that Cultivate earns its slot across the full spectrum of green-inclusive strategies rather than concentrating in any one archetype.

Frequently Asked

How often is Cultivate drawn in a Commander game?
Across 2048 tracked multiplayer Commander games where Cultivate was in the deck, it was drawn 24% of the time. That rate is normal for a singleton in a 100-card deck. Of the 618 instances that reached a player's hand, 70% were cast before the game ended. The remainder were mostly affected by game length rather than any deliberate choice to hold the card.
What turn does Cultivate typically get cast?
Median first-cast turn is 4, with a mode of 3. The distribution clusters heavily in the turn 2-6 window: copies drawn in the opening hand often hit on turns 2-3, while copies drawn mid-game land on turns 5-6. Players hold a drawn copy for a median of one turn before casting, and 32% of drawn-and-cast instances were played the same turn they were drawn.
Does casting Cultivate improve your chances of winning?
In Playgroup Live's tracked games, the win rate when Cultivate was cast is 26%, compared to 23% when it stayed in the library. That's a +2.6 percentage-point gap, but the confidence interval currently crosses zero, so treat it as a directional early signal rather than a definitive result. Ramp spells like Cultivate typically win by enabling other cards rather than winning games themselves, which makes raw win-rate lift a noisy measure.
Is Cultivate legal in Commander?
Yes. Cultivate is legal in Commander and has appeared in numerous Commander preconstructed products. It is also legal in Legacy, Modern, Pioneer, Vintage, Pauper, and most other sanctioned formats. It is not legal in Standard or Alchemy. Its color identity is mono-green, so it can only appear in decks whose commander includes green.
Which commanders most often run Cultivate?
Cultivate is spread across a wide range of commanders in the tracked dataset. The top commanders by raw deck count lean green-inclusive midrange strategies: multicolor piles that want consistent mana development across the first four turns. The distribution across 898 unique players and no single commander dominating the list suggests Cultivate is a format-wide staple rather than a build-around piece.
How does Cultivate compare to similar ramp spells?
Cultivate's key strength is the two-for-one structure: one basic land enters the battlefield tapped (giving immediate mana next turn), and one goes to hand (ensuring the next land drop). At 3 mana, it is on the higher end for basic ramp in competitive lists, which is why it sees more play in midrange and casual pods than in highly tuned decks. The 40% inclusion rate in Playgroup Live's tracked games reflects broad adoption across that middle tier of Commander play.