Hall of Heliod's Generosity
6% of tracked Commander decks run Hall of Heliod's Generosity. When drawn, 78% of copies are played before the game ends, with a median first-cast turn of 4.0.
Hall of Heliod's Generosity is the go-to enchantment recursion land in white Commander decks. Across 744 tracked multiplayer games on Playgroup Live, it sits in 417 of 7280 recorded decks. Its narrow color identity keeps its raw inclusion rate modest, but within the enchantment-focused archetypes that can run it, it is close to automatic.
The play pattern reflects its dual role as a land and a utility engine. Of 209 drawn copies, 78% reached the battlefield. That high conversion rate is consistent with how lands behave: a player who draws one rarely has reason to hold it. The median first cast lands on turn 4.0, and once down, it is among the stickiest permanents in the dataset at 90% survival rate. Because it is a land, opponents rarely have efficient ways to remove it.
The card is a natural fit for any white deck that leans on enchantments as a core resource. The commander distribution here confirms that. Enchantment-centric commanders dominate the top slots, signaling that this is a role-player rather than a generalist staple. Its spread across 340 distinct players and a single-player maximum contribution of 4% of all tracked instances gives the dataset reasonable breadth.
- 6% of tracked Commander decks include Hall of Heliod's Generosity
- 78% of drawn copies reach the battlefield before the game ends
- T4.0 median first-cast turn across observed games
- 90% battlefield stickiness once played, reflecting land-level resilience
- 340 distinct players have brought this card to a tracked game
- 30% win rate in games where this card reached the battlefield
First-cast turn
n=162The "good card" funnel
772 brought · 340 playersOf 772 copies brought to games, 209 were drawn, 162 of those were played, and the vast majority remained on the battlefield through the game's conclusion.
Players who cast this card win 30% of the time (n=150) , vs 23% when it never left the library (n=489).
When players drew this card but left it in hand, they won 27% (n=44) — 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 +7.1pp; 95% confidence interval -0.4pp to +14.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
231 instancesThe overwhelming majority of Hall of Heliod's Generosity copies finish on the battlefield rather than in the library, a direct result of its land typing and low removal pressure in most Commander pods.
Commanders that played this card
in tracked games-
1
Aminatou, Veil Piercer
29 decks
-
2
Y'shtola, Night's Blessed
18 decks
-
3
Terra, Magical Adept // Esper Terra
13 decks
-
4
Anti-Venom, Horrifying Healer
12 decks
-
5
Go-Shintai of Life's Origin
12 decks
-
6
Hei Bai, Forest Guardian
11 decks
-
7
Eriette of the Charmed Apple
10 decks
-
8
Killian, Decisive Mentor
10 decks
-
9
Tom Bombadil
10 decks
-
10
Oloro, Ageless Ascetic
9 decks
The commander distribution skews heavily toward enchantment-focused archetypes, with Aminatou, Veil Piercer and Tom Bombadil leading a list that confirms this card is a synergy include, not a generalist staple.