Evolving Wilds
Evolving Wilds sits in 22% of tracked Commander decks and has been brought to 1741 game participations across 1263 tracked games, with a median first-cast turn of 4.
Evolving Wilds is a colorless common that fits into virtually any Commander deck needing basic land fixing. Across 1263 tracked multiplayer games on Playgroup Live, it appears in 1077 of 4852 distinct decks, a 22% inclusion rate that reflects its role as a budget staple in multicolor builds.
The card's entire job is to sacrifice itself for a tapped basic, so a battlefield stickiness figure near zero is expected and correct. What matters is whether it arrives early enough to fix mana. The median first-cast turn is 4, and 66% of drawn copies reached the cast step before the game ended. With 627 distinct players contributing data and the single heaviest contributor accounting for just 1% of instances, the dataset is well spread and directionally reliable.
Evolving Wilds is legal in every major constructed and limited format except Old School and Premodern. In Commander it fills the role of the most accessible fetch-style land available at common rarity, making it a default inclusion in three-plus color decks on limited budgets.
- 22% of tracked Commander decks include Evolving Wilds
- 27% draw rate across game participations where it was in the deck
- 66% of drawn copies reached the cast step before the game ended
- T4 median first-cast turn
- 627 distinct players have brought this card to a tracked game
First-cast turn
n=309The "good card" funnel
1741 brought · 627 playersOf 1741 Evolving Wilds brought to games, 466 were drawn, 309 of those were cast, and nearly all resolved copies ended in the graveyard after doing their job.
Players who cast this card win 25% of the time (n=308) , vs 23% when it never left the library (n=1163).
When players drew this card but left it in hand, they won 23% (n=154) — 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 +2.3pp; 95% confidence interval -2.5pp to +7.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
511 instancesThe vast majority of cast Evolving Wilds end in the graveyard, exactly as designed: the card sacrifices itself to fetch a basic, so graveyard is the correct and expected final zone for nearly every resolved copy.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
26 decks
-
2
Ms. Bumbleflower
21 decks
-
3
Auntie Ool, Cursewretch
17 decks
-
4
Cloud, Ex-SOLDIER
17 decks
-
5
Hearthhull, the Worldseed
17 decks
-
6
Bello, Bard of the Brambles
16 decks
-
7
Pantlaza, Sun-Favored
14 decks
-
8
Tidus, Yuna's Guardian
14 decks
-
9
Zinnia, Valley's Voice
14 decks
-
10
The Wise Mothman
13 decks
The top-commander list spans white-blue-black, Gruul, five-color, and everything in between, a strong signal that Evolving Wilds is a generalist fixing land rather than a build-around piece tied to any one strategy.