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Evolving Wilds card art
Live Play Data

Evolving Wilds

Land · Marvel Super Heroes Commander (MSC)
22%
Live Inclusion
Times Brought
1729
Decks Running
1077
Median Cast Turn
4
Drawn → Played
66%
Format

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.

At a glance
  • 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=309
28%
T1
8%
T2
8%
T3
12%
T4
10%
T5
28%
T6-9
6%
T10+
Median 4 P25 1 · P75 7 · max 23
Cast same turn as drawn 61%

The "good card" funnel

1741 brought · 627 players
Brought to game
1741
Ever drawn
466
Reached battlefield
309
Still on board at game end
14
66%

Of 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.

≥ -2.5pp

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 instances
5.3%
Library
2.7%
Battlefield
66.1%
Graveyard
6.8%
Exile

The 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

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.

Frequently Asked

How often is Evolving Wilds drawn in a Commander game?
In 1263 tracked multiplayer games where Evolving Wilds was in the deck, it was drawn 27% of the time. That is consistent with what you expect from a singleton in a 100-card deck. Of 466 instances that reached a player's hand, 66% were cast before the game ended. The remainder is largely a game-length effect: copies drawn late into a game may simply never get the chance to resolve.
What turn does Evolving Wilds usually get cast?
The median first-cast turn is 4, with a mean of around 4.68. The mode is turn 1, meaning opening-hand copies are often played immediately to fix early mana. The distribution stretches out to the late game, reflecting how a land-slot card sometimes gets drawn in hands where the player already has enough fixing and can afford to wait.
Does casting Evolving Wilds improve your win rate?
The cast-vs-library win-rate delta is very small in this dataset and the confidence interval crosses zero, so we cannot draw a directional conclusion here. That is not surprising for a land whose purpose is to enable the rest of your deck rather than to generate direct advantage. Read the win-rate figures as context, not as evidence that the card wins or loses games on its own.
Why does Evolving Wilds have near-zero battlefield stickiness?
Evolving Wilds sacrifices itself as part of its own activated ability. The card enters, taps, sacrifices, and goes to the graveyard in the same action. A near-zero stickiness value is the expected outcome for any land or permanent with a built-in sacrifice clause. The graveyard is its correct final zone, and the final-zone chart will show the large majority of cast copies ending there.
Which commanders most commonly run Evolving Wilds?
The top commanders in the tracked dataset span a wide range of color identities, including three-color and five-color builds. That breadth makes sense: Evolving Wilds is colorless and fetches any basic, so it serves any deck that needs to hit multiple colors on a budget. No single commander dominates the list, which reflects the card's generalist role.
Is Evolving Wilds legal in Commander?
Yes. Evolving Wilds is legal in Commander, Duel Commander, Brawl, Pauper Commander, Oathbreaker, and every other major constructed format tracked on Playgroup Live. It is not legal in Old School or Premodern due to set legality restrictions for those formats. At common rarity it is one of the most accessible mana-fixing lands available to new and budget players.