Evolving Wilds card art
Live Play Data

Evolving Wilds

Land · Teenage Mutant Ninja Turtles Eternal (TMC)
22%
Deck Inclusion
Games Tracked
486
Decks Running
449
Median Cast Turn
4
Drawn → Played
61%

Evolving Wilds appears in 22% of tracked Commander decks on Playgroup Live. When drawn, it's cast 57% of the time, with players slamming it immediately on the same turn they draw it 51% of the time.

Evolving Wilds sits in roughly 1 in 4 Commander decks tracked on Playgroup Live, occupying that familiar role of budget-friendly mana fixing for multicolor builds. Across 428 games, it appeared in 400 distinct decks and was brought to a table 580 times.

The key behavioral number is draw-to-play rate: 57% of drawn copies were cast before the game ended. That is meaningfully lower than an all-star like Sol Ring, and it reflects the card's nature. Evolving Wilds enters tapped, sacrifices itself, and effectively trades tempo for color consistency. Players who draw it late in the game often find the mana fixing irrelevant, which explains the gap. Of the 81 cast instances, nearly half the time players cast it on the same turn they drew it, a sign that when it is useful, it is immediately useful.

With a near-zero battlefield stickiness (the card sacrifices itself by design), the graveyard is its true final destination. It shows up most in three-color and four-color Commander builds that need every scrap of basic-land tutoring they can get, and the top-commander list reflects that: multicolor commanders dominate the pairing data.

At a glance
  • 22% inclusion rate across tracked Commander decks
  • 57% of drawn copies are cast before the game ends
  • T4 median first-cast turn
  • 51% of casts happen the same turn the card is drawn
  • 102 copies ended in the graveyard, where it belongs after doing its job
  • 400 distinct decks have brought Evolving Wilds to a tracked game

First-cast turn

n=98
27%
T1
7%
T2
8%
T3
16%
T4
11%
T5
24%
T6-9
6%
T10+
Median 4 P25 1 · P75 6 · max 13
Cast same turn as drawn 52%

The "good card" funnel

656 brought
Brought to game
656
Ever drawn
161
Reached battlefield
98
Still on board at game end
3
61%

580 copies were brought to games, 142 were drawn, 81 of those were cast, and almost none remained on the battlefield at game end — by design, since the card sacrifices itself to fetch a basic land.

-2.6pp

Players who cast this card win 34% of the time (n=98) , vs 36% when it never left the library (n=493).

Final zone distribution

656 instances
75.2%
Library
0.5%
Battlefield
17.8%
Graveyard
1.2%
Exile

436 of 580 copies never left the library, the expected outcome for a singleton in a 100-card deck. Of the copies that did move, 102 ended in the graveyard after doing their job, with only 2 remaining on the battlefield at game end.

Top commanders running this card

by deck count

The top 10 commanders are all multicolor builds, led by Auntie Ool at 13 decks. The distribution is relatively even across the list, with no single commander accounting for more than a small fraction of Evolving Wilds appearances.

Frequently Asked
How often is Evolving Wilds drawn in a Commander game?

In the 575 deck-participations where Evolving Wilds was in the deck, it was drawn in 24% of instances. That is exactly what you would expect for a singleton in a 100-card deck. Of the 142 copies that reached a hand, 81 were cast — a draw-to-play rate of 57%. The remainder were mostly drawn too late in the game for the tapped mana to matter.

Why is Evolving Wilds cast so much later than you might expect?

The median first-cast turn is 4, with the 25th percentile at turn 2 and the 75th at turn 6. Because Evolving Wilds has no mana cost, the delay is not about mana availability. Players cast it when they need to fix colors, and in games with strong opening hands they may not need it until mid-game. The distribution in the data runs all the way out to turn 12, confirming that late draws often still get cast when the board state demands a specific basic land.

Does casting Evolving Wilds actually improve your win rate?

The data currently shows a small negative delta: decks where Evolving Wilds was cast won 32.1% of the time, versus 34.4% when it stayed in the library all game. The difference is -2.3 percentage points. With 81 cast observations and 436 library observations, this is a directional signal, not a conclusion. The most likely explanation is selection bias: players in strong positions often have better mana and need Evolving Wilds less, while players scrambling for fixing are already behind.

What commanders run Evolving Wilds the most?

The top pairings are all multicolor commanders, led by Auntie Ool, Cursewretch (13 decks), Hearthhull, the Worldseed (11 decks), and Ureni of the Unwritten (11 decks). All three are three-color commanders in wedges or shards that benefit from basic-land tutoring. The distribution is spread across at least 10 named commanders with 8 or more decks each, so no single archetype monopolizes the card.

Is Evolving Wilds legal in Commander?

Yes. Evolving Wilds is legal in Commander, as well as in Legacy, Modern, Pioneer, Standard, Pauper, and most other major formats. It is not legal in Old School or Premodern. Its colorless color identity means it fits into any Commander deck regardless of the commander's color requirements, which is a meaningful part of its appeal in the format.

Why does Evolving Wilds have such low battlefield stickiness?

Battlefield stickiness measures the share of cast copies that end the game on the battlefield. For Evolving Wilds, that number is effectively zero — and that is by design. The card sacrifices itself as part of its activated ability. In the Playgroup Live data, only 2 copies out of 81 cast were still on the battlefield at game end, almost certainly because those games ended before the player could activate the ability. The correct final zone is the graveyard, where 102 copies landed.