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Evolving Wilds card art
Live Play Data

Evolving Wilds

Land · Marvel Super Heroes Commander (MSC)
23%
Live Inclusion
Times Brought
2960
Decks Running
1736
Median Cast Turn
4
Drawn → Played
67%
Format

Evolving Wilds appears in 23% of tracked Commander decks on Playgroup Live, and when drawn, 67% of copies reach the battlefield before the game ends, with a median first activation on turn 4.

Evolving Wilds is a colorless fixing staple that shows up in 23% of the 7698 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 67% of the time before the game closes out. Median first activation sits on turn 4, 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 2146 tracked multiplayer Commander games. With 988 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.

At a glance
  • 23% of tracked Commander decks include Evolving Wilds
  • 25% draw rate across deck participations, typical for a singleton
  • 67% of drawn copies are activated before the game ends
  • T4 median turn of first activation, with a mode of turn 1
  • 988 unique players contributed data, indicating a well-spread sample
  • +4.2 percentage-point win-rate lift when cast vs. never interacted with (directional, not conclusive)

First-cast turn

n=499
31%
T1
10%
T2
7%
T3
8%
T4
9%
T5
29%
T6-9
6%
T10+
Median 4 P25 1 · P75 7 · max 23
Cast same turn as drawn 64%

The "good card" funnel

2972 brought · 988 players
Brought to game
2972
Ever drawn
743
Reached battlefield
499
Still on board at game end
25
67%

Of 2972 Evolving Wilds brought to games, 743 were drawn and 499 were activated, with nearly all activated copies ending in the graveyard as intended after fetching a basic land.

≥ +0.4pp

Players who cast this card win 27% of the time (n=495) , vs 22% when it never left the library (n=2019).

When players drew this card but left it in hand, they won 26% (n=234) — 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 +4.2pp; 95% confidence interval +0.4pp to +8.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

823 instances
4.7%
Library
3.0%
Battlefield
65.6%
Graveyard
7.7%
Exile

Most 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

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.

Frequently Asked

How often is Evolving Wilds drawn in a Commander game?
Across 2146 tracked games where Evolving Wilds was in a deck, it was drawn 25% of the time. That is consistent with what you would expect from a singleton in a 100-card deck. Of the 743 copies that reached a player's hand, 67% were activated before the game ended.
What turn does Evolving Wilds usually get activated?
The median first activation lands on turn 4, but the mode is turn 1. A substantial portion of copies are held in opening hands and cracked immediately to fix mana from the very first turn. The rest of the distribution spreads through the mid-game, reflecting copies drawn off the top of the deck well after the early turns.
Does playing Evolving Wilds actually improve your win rate?
Games where Evolving Wilds was activated show a win rate of 27%, compared to 22% for games where it was never interacted with. That is a +4.2 percentage-point gap. Both sample sizes are large enough to treat this as a consistent directional signal, though the effect reflects deck quality and fixing access rather than the card in isolation.
Why does Evolving Wilds show such low battlefield stickiness?
Evolving Wilds sacrifices itself as part of its activation. Once you tap and sacrifice it to search for a basic, the land goes to the graveyard. Battlefield stickiness is therefore structurally near zero for this card and is not a meaningful performance indicator. The graveyard is the expected final zone for the vast majority of activated copies.
Which commanders run Evolving Wilds most often?
The top commanders by raw deck count are Y'shtola, Night's Blessed (Esper), Ms. Bumbleflower (Bant), Pantlaza, Sun-Favored (Naya), Cloud, Ex-SOLDIER (Naya), and Tidus, Yuna's Guardian (Bant). The spread across three-color and two-color identities confirms that Evolving Wilds serves decks that need basic-land fixing across multiple colors rather than any single strategy.
Is Evolving Wilds legal in Commander and other formats?
Evolving Wilds is legal in Commander, as well as Legacy, Modern, Pioneer, Standard, Pauper, and most other sanctioned formats. It is not legal in Old School or Premodern. In Commander, its colorless identity means it fits into any deck regardless of color identity, making it a universal fixing option for budget and competitive builds alike.