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Part of Edge of Eternities
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Live Play Data
Escape Tunnel
Land
·
Teenage Mutant Ninja Turtles (TMT)
2%
Live Inclusion
Times Brought
2379
Decks Running
1170
Median Cast Turn
5
Drawn → Played
75%
Format
First-cast turn
n=461
14%
T1
10%
T2
9%
T3
13%
T4
10%
T5
36%
T6-9
8%
T10+
Median
5
P25
3
· P75
7
· max
15
Cast same turn as drawn
48%
The "good card" funnel
2379 brought · 971 playersBrought to game
2379
Ever drawn
611
Reached battlefield
461
Still on board at game end
59
Once cast, 13% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -1.4pp
Players who cast this card win 24% of the time (n=421) , vs 21% when it never left the library (n=1463).
When players drew this card but left it in hand, they won 23% (n=126).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +2.8pp; 95% confidence interval -1.4pp to +7.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
693 instances3.8%
Library
8.5%
Battlefield
62.0%
Graveyard
10.7%
Exile
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
188 decks
-
2
Leonardo, the Balance
107 decks
-
3
Heroes in a Half Shell
51 decks
-
4
Szarel, Genesis Shepherd
43 decks
-
5
Tifa Lockhart
39 decks
-
6
Nelly Borca, Impulsive Accuser
32 decks
-
7
Fynn, the Fangbearer
19 decks
-
8
Arabella, Abandoned Doll
16 decks
-
9
Toph, the First Metalbender
15 decks
-
10
Michelangelo, the Heart
14 decks
Card text
Escape Tunnel
Land
Teenage Mutant Ninja Turtles (TMT)
·
Common
·
Illustrated by Aenami
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 760,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.