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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
1369
Decks Running
730
Median Cast Turn
4
Drawn → Played
75%
Format
First-cast turn
n=261
18%
T1
10%
T2
12%
T3
12%
T4
8%
T5
34%
T6-9
6%
T10+
Median
4
P25
2
· P75
7
· max
14
Cast same turn as drawn
56%
The "good card" funnel
1369 brought · 619 playersBrought to game
1369
Ever drawn
347
Reached battlefield
261
Still on board at game end
34
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.
≥ -2.8pp
Players who cast this card win 23% of the time (n=232) , vs 21% when it never left the library (n=852).
When players drew this card but left it in hand, they won 21% (n=68).
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 +2.7pp; 95% confidence interval -2.8pp to +8.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
394 instances4.1%
Library
8.6%
Battlefield
60.4%
Graveyard
11.2%
Exile
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
123 decks
-
2
Leonardo, the Balance
79 decks
-
3
Heroes in a Half Shell
34 decks
-
4
Tifa Lockhart
24 decks
-
5
Szarel, Genesis Shepherd
23 decks
-
6
Nelly Borca, Impulsive Accuser
17 decks
-
7
Arabella, Abandoned Doll
13 decks
-
8
Toph, the First Metalbender
11 decks
-
9
Fynn, the Fangbearer
10 decks
-
10
Arixmethes, Slumbering Isle
9 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 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.