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Part of Teenage Mutant Ninja Turtles
Live Play Data
Hidden Hideout
Land
·
Teenage Mutant Ninja Turtles Eternal (TMC)
1%
Live Inclusion
Times Brought
933
Decks Running
373
Median Cast Turn
4
Drawn → Played
81%
Format
First-cast turn
n=153
27%
T1
8%
T2
7%
T3
8%
T4
14%
T5
30%
T6-9
5%
T10+
Median
4
P25
1
· P75
6
· max
13
Cast same turn as drawn
60%
The "good card" funnel
934 brought · 299 playersBrought to game
934
Ever drawn
190
Reached battlefield
153
Still on board at game end
144
Once cast, 94% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -7.4pp
Players who cast this card win 22% of the time (n=142) , vs 23% when it never left the library (n=612).
When players drew this card but left it in hand, they won 31% (n=36).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap -0.3pp; 95% confidence interval -7.4pp to +6.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
221 instances2.3%
Library
65.2%
Battlefield
15.8%
Graveyard
5.4%
Exile
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
89 decks
-
2
Heroes in a Half Shell
42 decks
-
3
Michelangelo, the Heart
10 decks
-
4
Kilo, Apogee Mind
7 decks
-
5
Anti-Venom, Horrifying Healer
6 decks
-
6
Blech, Loafing Pest
6 decks
-
7
Tom Bombadil
6 decks
-
8
The Wise Mothman
5 decks
-
9
Tidus, Yuna's Guardian
5 decks
-
10
Valgavoth, Harrower of Souls
5 decks
Card text
Hidden Hideout
Land
This land enters tapped.
: Add one mana of any color in your commander's color identity.
,
: Target creature you control with a counter on it gains lifelink until end of turn.
Teenage Mutant Ninja Turtles Eternal (TMC)
·
Rare
·
Illustrated by Erikas Perl
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.