Evolving Wilds
Evolving Wilds appears in 22% of tracked Commander decks on Playgroup Live, and when drawn, 69% of copies reach the battlefield before the game ends, with a median first activation on turn 4.0.
Evolving Wilds is a colorless fixing staple that shows up in 22% of the 12009 distinct decks that have played a tracked game on Playgroup Live. That rate reflects its role as a go-to basic-land tutor for multicolor decks that cannot afford a full suite of dual lands.
When a copy lands in a player's hand, it is activated and sacrificed 69% of the time before the game closes out. Median first activation sits on turn 4.0, though the distribution is bimodal: a large cluster fires on turn 1 from opening hands, and the rest spread across turns 4 through 8. Because the land sacrifices itself on resolution, battlefield stickiness is structurally near zero and is not a useful lens here. The relevant question is whether the fetched basic shows up in time to matter, and the turn-1 mode suggests it often does.
Data comes from 3472 tracked multiplayer Commander games. With 1512 unique players contributing and the single heaviest contributor accounting for only 1% of instances, the dataset is well-spread. Read the win-rate lift as an early directional signal rather than a proven effect.
- 22% of tracked Commander decks include Evolving Wilds
- 25% draw rate across deck participations, typical for a singleton
- 69% of drawn copies are activated before the game ends
- T4.0 median turn of first activation, with a mode of turn 1
- 1512 unique players contributed data, indicating a well-spread sample
- +4.0 percentage-point win-rate lift when cast vs. never interacted with (directional, not conclusive)
First-cast turn
n=846The "good card" funnel
4889 brought · 1512 playersOf 4889 Evolving Wilds brought to games, 1218 were drawn and 846 were activated, with nearly all activated copies ending in the graveyard as intended after fetching a basic land.
Players who cast this card win 26% of the time (n=806) , vs 22% when it never left the library (n=3193).
When players drew this card but left it in hand, they won 27% (n=352) — 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 +4.0pp; 95% confidence interval +0.9pp to +7.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
1350 instancesMost Evolving Wilds copies end the game in the graveyard after sacrificing to fetch a basic, which is exactly the intended outcome. The small slice remaining in hand reflects games that ended before the land could be activated.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
67 decks
-
2
Cloud, Ex-SOLDIER
53 decks
-
3
Hearthhull, the Worldseed
47 decks
-
4
T'Challa, the Black Panther
46 decks
-
5
Ms. Bumbleflower
45 decks
-
6
Pantlaza, Sun-Favored
40 decks
-
7
Auntie Ool, Cursewretch
36 decks
-
8
Leonardo, the Balance
36 decks
-
9
The Wise Mothman
36 decks
-
10
Tidus, Yuna's Guardian
36 decks
The commander list is spread across a wide range of color identities and strategies, from Esper to Naya to five-color, confirming that Evolving Wilds functions as a broad fixing tool rather than a card tied to one archetype.