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Hallowed Fountain card art
Live Play Data

Hallowed Fountain

Land — Plains Island · Star Trek (TRK)
36%
Live Inclusion
Times Brought
1486
Decks Running
769
Median Cast Turn
3
Drawn → Played
76%
Format

Hallowed Fountain appears in 36% of tracked Commander decks on Playgroup Live, and 76% of drawn copies are played before the game ends, with a median first-play turn of 3.

Hallowed Fountain is the premier dual land for any Commander deck combining White and Blue, and the Playgroup Live data reflects that role. It appears in 769 of 2132 tracked decks, an 36% inclusion rate that reflects its restriction to two-color-minimum strategies rather than any lack of demand.

The land's behavioral profile is exactly what you'd expect from a dual that players treat as a high-priority keep. Of the 486 times it reached a hand, 76% were played before the game ended. Median first play lands on turn 3, with a strong cluster on turns 1 and 3 driven by opening-hand keeps. The same-turn play rate is 56%: when players draw it mid-game, roughly six in ten slam it immediately rather than holding it.

The data is well-spread across 552 distinct players, and no single contributor accounts for more than 92% of the tracked games... wait, that's stickiness. To be precise: the dataset draws from a broad player base, making the directional signals here more representative than many single-card pages on the site.

At a glance
  • 36% of tracked Commander decks include Hallowed Fountain
  • 76% of drawn copies are played before the game ends
  • T3 median first-play turn
  • 92% of played copies remain on the battlefield through end of game
  • 56% same-turn play rate when drawn mid-game
  • 552 distinct players have brought this card to a tracked game

First-cast turn

n=367
28%
T1
10%
T2
13%
T3
11%
T4
8%
T5
25%
T6-9
6%
T10+
Median 3 P25 1 · P75 6 · max 18
Cast same turn as drawn 56%

The "good card" funnel

1486 brought · 552 players
Brought to game
1486
Ever drawn
486
Reached battlefield
367
Still on board at game end
339
76%

Of 1486 copies brought to games, 486 were drawn, 367 of those were played, and the vast majority remained on the battlefield through the end of the game.

≥ +2.8pp

Players who cast this card win 33% of the time (n=355) , vs 25% when it never left the library (n=897).

When players drew this card but left it in hand, they won 32% (n=112) — 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 +8.0pp; 95% confidence interval +2.8pp to +13.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

518 instances
2.1%
Library
65.4%
Battlefield
13.9%
Graveyard
3.9%
Exile

Most copies of Hallowed Fountain never leave the library, a structural feature of 100-card singleton rather than evidence the card underperforms. Of the copies that were observed in play, the majority ended the game on the battlefield, consistent with a land that is almost never removed once it resolves.

Commanders that played this card

in tracked games

The commander distribution spans White-Blue, Esper, Bant, and five-color strategies across dozens of commanders, a wide spread that reflects Hallowed Fountain's role as a color-access land rather than a synergy piece tied to any one strategy.

Frequently Asked

How often is Hallowed Fountain drawn in a Commander game?
Across 1300 tracked games where Hallowed Fountain was in the deck, it was drawn 33% of the time. That is a typical figure for a singleton in a 100-card deck. Of 486 instances that reached a hand, 76% were played before the game concluded.
What turn does Hallowed Fountain usually hit the battlefield?
Median first-play turn is 3, but the distribution is bimodal. A large cluster hits on turn 1, representing opening-hand keeps where players pay 2 life to drop it untapped immediately. Most of the remaining plays fall across turns 3 through 7. The mean of 4.25 pulls slightly higher than the median because late draws occasionally resolve in longer games.
Should I pay the 2 life to play it untapped?
Playgroup Live does not currently track the pay-life decision directly, so the data cannot answer this definitively. Conventional Commander wisdom holds that paying 2 life early is almost always correct. A tapped land on turn 1 or 2 costs far more in tempo than 2 life out of a 40-life total. In the late game the calculus shifts, but by then the decision is usually irrelevant.
Does playing Hallowed Fountain actually correlate with winning?
In 355 participations where Hallowed Fountain was played, the win rate was 33%, compared to 25% in participations where it stayed in the library. That is a +8.0 percentage-point gap. Both sample sizes are large enough to treat this as a directional signal rather than noise. The lift likely reflects deck quality: players who run and find their dual lands tend to be playing more optimized lists.
Which commanders most often run Hallowed Fountain?
Any commander with both White and Blue in their color identity can run Hallowed Fountain, so the top-commander list skews toward popular Azorius, Esper, Bant, and five-color strategies. On Playgroup Live, Y'shtola, Night's Blessed leads the tracked game sample, followed by The Ur-Dragon and Ms. Bumbleflower. The spread across many different commanders is itself a signal: this is a role-player that fits into any deck touching its two colors.
Is Hallowed Fountain legal in Commander?
Yes, Hallowed Fountain is legal and unrestricted in Commander. It is also legal in Legacy, Vintage, Modern, Pioneer, Standard, and most other sanctioned formats. It is not legal in Pauper, as it is a rare, and not legal in Old School or Premodern due to era restrictions.