Exploration card art
Live Play Data

Exploration

{G} · Enchantment · Dominaria Remastered (DMR)
6%
Live Inclusion
Times Brought
645
Decks Running
314
Median Cast Turn
4
Drawn → Played
82%
Format

82% of drawn Exploration copies are cast before the game ends, and the median first-cast turn is 4, making it one of the fastest-deployed ramp enchantments tracked on Playgroup Live.

Exploration sits in 314 of 5273 tracked Commander decks on Playgroup Live, a 6% inclusion rate that reflects its tight color restriction to green rather than any lack of power. When players do draw it, 82% of copies reach the battlefield before the game ends.

The cast-turn distribution tells a clear story: mode is turn 1, median is turn 4, and a full third of casts land on or before turn 2. Exploration earns its reputation as an accelerant precisely because it comes down before opponents can establish their own mana bases. Once it resolves, 78% of copies survive through the end of the game, a high stickiness number consistent with enchantments that attract less immediate removal than artifacts or creatures.

The commander spread is broad. Flubs, the Fool leads the multiplayer list at 14 decks, but the top 10 commanders span four different color combinations, all sharing green. Land-synergy strategies anchor the top slots: Aesi, Hearthhull, Lumra, Omnath variants, and Yarok all appear, confirming Exploration is a format staple wherever the landfall and land-drop loops live.

At a glance
  • 6% of tracked Commander decks include Exploration
  • 82% of drawn copies are cast before the game ends
  • T4 median first-cast turn, with mode on turn 1
  • 78% battlefield stickiness once it resolves
  • 256 distinct players have brought Exploration to a tracked game
  • 76% of drawn copies are cast the same turn they are drawn

First-cast turn

n=157
29%
T1
11%
T2
6%
T3
12%
T4
8%
T5
29%
T6-9
4%
T10+
Median 4 P25 1 · P75 7 · max 12
On curve 29% (46 / 157 cast on T1) Cast same turn as drawn 76%

The "good card" funnel

646 brought · 256 players
Brought to game
646
Ever drawn
191
Reached battlefield
157
Still on board at game end
123
82%

Of 646 Exploration copies brought to multiplayer games, 191 were drawn, 157 of those were cast, and 78% of resolved copies survived through the end of the game.

≥ +1.0pp

Players who cast this card win 36% of the time (n=149) , vs 27% when it never left the library (n=402).

When players drew this card but left it in hand, they won 29% (n=32) — 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 +9.0pp; 95% confidence interval +1.0pp to +17.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

212 instances
4.2%
Library
58.0%
Battlefield
19.3%
Graveyard
6.1%
Exile

The vast majority of Exploration copies that never leave the library reflects the structural reality of a 100-card singleton deck, not a weakness of the card. Among observed instances, most finish on the battlefield.

Commanders that played this card

in tracked games

Flubs, the Fool leads the multiplayer list at 14 decks, but the top 10 spans four different green-inclusive color combinations, showing Exploration is a broadly-adopted staple rather than a single-deck card.

Frequently Asked

How often is Exploration drawn in a Commander game?
Across 590 tracked multiplayer games where Exploration was in the deck, it was drawn 30% of the time. That rate is normal for a singleton in a 100-card deck. Of 191 instances that reached a hand, 82% were cast before the game ended. The remainder largely reflects games that concluded before the player found an opportunity to cast it, not a deliberate choice to hold it.
What turn does Exploration usually get cast?
The median first-cast turn in multiplayer games is 4, but the mode is turn 1, meaning the single most common case is casting it off an opening hand. The distribution is bimodal: a large cluster in turns 1-2 (when it was kept in hand) and a second cluster in turns 4-7 (when it was drawn mid-game). 76% of instances that were both drawn and cast were played on the same turn they were drawn, consistent with players treating it as a priority.
Does casting Exploration actually help you win?
In 149 tracked participations where Exploration resolved, the normalized win rate was 36%. Participations where it stayed in the library showed 27%. The gap is a directional positive signal, but the sample size and the confidence interval mean we call it early signal rather than a proven edge. Both buckets are influenced by deck quality: players who include Exploration tend to build coherent land-synergy strategies.
Is Exploration legal in Commander?
Yes. Exploration is legal and unrestricted in Commander, as well as in Legacy, Vintage, and several other formats. It is not legal in Modern, Pioneer, Standard, or Pauper. The card has never been banned in Commander, despite its reputation as a premier green ramp piece.
Which commanders most often run Exploration?
In the multiplayer dataset, Flubs, the Fool leads with 14 decks, followed by Hearthhull, the Worldseed at 10 and Aesi, Tyrant of Gyre Strait at 9. Land-synergy commanders dominate the list: Lumra, Yarok, Omnath variants, and The Necrobloom all appear. The spread across multiple color combinations all sharing green confirms Exploration is a staple of the landfall and extra-land-drop archetype rather than a single commander's tool.
How concentrated is the Exploration data among individual players?
256 distinct players have brought Exploration to a tracked game on Playgroup Live. The single heaviest contributor accounts for 6%% of all instances, well below the threshold where one player's habits would skew the aggregate numbers. That spread is a strength of the dataset for this card.