Hinterland Harbor card art
Live Play Data

Hinterland Harbor

Land · Marvel Super Heroes Commander (MSC)
41%
Live Inclusion
Times Brought
720
Decks Running
425
Median Cast Turn
4
Drawn → Played
81%
Format

Hinterland Harbor appears in 41% of tracked Commander decks and, when drawn, reaches the battlefield 81% of the time, with a median first-cast turn of 4.

Hinterland Harbor is a staple dual land for any Commander deck running Green and Blue. Across 639 tracked games on Playgroup Live, it sits in 425 of 1038 distinct decks, a 41% inclusion rate that reflects its role as a go-to untapped dual for the Simic color pair and its allies.

The draw-to-play rate of 81% is notably high for a land. When players find Hinterland Harbor in hand, they put it into play quickly. The median first-cast turn of 4 is consistent with early-game mana development, and the distribution is front-loaded: a meaningful cluster of copies land on turns 1 and 2, with the rest spread across the mid-game as they are drawn off the top. Battlefield stickiness sits at 93%, as expected from a land with no enters-tapped downside when the conditions are met.

The data is well-spread: 348 distinct players have brought this card to a tracked game, and no single contributor accounts for more than a small slice of the dataset. That breadth makes these early signals more representative than cards concentrated in one or two players' hands.

At a glance
  • 41% of tracked Commander decks include Hinterland Harbor
  • 81% of drawn copies reach the battlefield before the game ends
  • T4 median turn Hinterland Harbor first enters play
  • 93% battlefield stickiness once played
  • 348 distinct players have brought this card to a tracked game
  • 30% draw rate, typical for a singleton in a 100-card deck

First-cast turn

n=175
19%
T1
16%
T2
10%
T3
9%
T4
9%
T5
29%
T6-9
8%
T10+
Median 4 P25 2 · P75 7 · max 13
Cast same turn as drawn 60%

The "good card" funnel

725 brought · 348 players
Brought to game
725
Ever drawn
215
Reached battlefield
175
Still on board at game end
163
81%

Of 725 Hinterland Harbors brought to games, 215 were drawn, and 175 of those reached the battlefield, a high conversion rate for a conditional dual land.

≥ +3.6pp

Players who cast this card win 31% of the time (n=173) , vs 21% when it never left the library (n=470).

When players drew this card but left it in hand, they won 26% (n=39) — 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 +10.5pp; 95% confidence interval +3.6pp to +17.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

231 instances
0.9%
Library
70.6%
Battlefield
11.3%
Graveyard
3.5%
Exile

Most Hinterland Harbor copies never leave the library, which is structural for a singleton in a 100-card deck. Of copies that were seen, the majority finished on the battlefield, consistent with a land that stays in play once it resolves.

Commanders that played this card

in tracked games

The top-commander list skews heavily toward Simic (G/U) and Simic-adjacent builds, but stretches into five-color decks, showing Hinterland Harbor earns inclusion wherever Green and Blue mana both matter.

Frequently Asked

How often is Hinterland Harbor drawn in a Commander game?
In 639 tracked games where Hinterland Harbor was in the deck, it was drawn 30% of the time. That is normal for a singleton in a 100-card deck. Of the 215 instances that reached a player's hand, 81% were played before the game ended.
What turn does Hinterland Harbor usually enter play?
The median first-cast turn is 4, with a mean closer to turn 4. The distribution leans early: a notable cluster enters play on turns 1 and 2, which corresponds to copies kept in opening hands. The 25th percentile is turn 2 and the 75th is turn 6, so most copies that see play do so in the first half of the game.
Does playing Hinterland Harbor correlate with winning?
In games where Hinterland Harbor was played, the normalized win rate is 31%, compared to 21% in games where it stayed in the library. That is a +10.5 percentage-point lift. Both buckets have meaningful sample sizes (173 cast, 470 library), so this is a consistent directional signal, though the dataset is still growing. The lift likely reflects general deck-building quality rather than the land itself being a win condition.
Is Hinterland Harbor legal in Commander?
Yes. Hinterland Harbor is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, Alchemy, Timeless, Brawl, Gladiator, Duel Commander, and Oathbreaker. It is not legal in Standard, Pauper, Pauper Commander, or Premodern. Its color identity is Green and Blue, so it can only slot into Commander decks whose commander has both colors in their identity.
Which commanders most often run Hinterland Harbor?
Among tracked live games, Zimone, Infinite Analyst leads with the most Hinterland Harbor decks, which makes sense given that commander's pure Simic color identity. The top-10 list spans pure Simic commanders, Bant (G/U/W), and five-color builds, showing the land earns its slot across the full range of Green-Blue strategies. The spread across 348 unique players confirms this is not a quirk of a single player's collection.
How does Hinterland Harbor compare to other dual lands in Commander?
Hinterland Harbor belongs to the cycle of Innistrad 'check lands,' which enter untapped as long as you control a basic land of the matching type. In Commander, where green-based ramp and basic Forest fetching are common, the condition is usually easy to satisfy. This makes check lands a budget-friendly alternative to the original dual lands and fetch lands. The 81% play rate once drawn is consistent with it being treated as a utility piece players are happy to develop at any stage of the game.