Isolated Chapel card art
Live Play Data

Isolated Chapel

Land · Secrets of Strixhaven Commander (SOC)
10%
Deck Inclusion
Games Tracked
280
Decks Running
210
Median Cast Turn
3
Drawn → Played
78%

Isolated Chapel appears in 9.9% of tracked Commander decks. When drawn, it's played 78% of the time, with a median first-cast turn of 4, consistent with its conditional-entry-tapped design.

Isolated Chapel sits in 9.9% of the 1,704 Commander decks tracked on Playgroup Live, a focused footprint that reflects its two-color restriction to white and black. Of 224 instances brought to a game, 46 were drawn and 38 were cast, a draw-to-play rate of 78%. Players rarely hold it once they have it.

The conditional-enters-tapped clause shapes when this land shows up. Median first-cast turn is 4, but the distribution is spread: 5 casts landed on turn 1 and 6 more landed on turns 8 or later, meaning the card behaves very differently depending on whether it's in the opening hand. The hand_to_cast data reinforces this: 53% of drawn-and-cast instances were played on the same turn they were drawn, while the other 47% waited an average of roughly 0.8 turns before being committed.

Isolated Chapel is legal in Commander, Legacy, Modern, Pioneer, Historic, and several other formats. It is not legal in Standard. Its strongest home on Playgroup Live is Orzhov (WB) and three-color shells that include both white and black, where the entry condition is easiest to satisfy reliably.

At a glance
  • 9.9% inclusion rate across tracked Commander decks
  • 78% of drawn Isolated Chapels are played before the game ends
  • T4 median first-cast turn across 38 observed casts
  • 87% battlefield stickiness once the land hits play
  • 53% of drawn-and-cast instances were played the same turn they were drawn
  • 169 distinct tracked decks include Isolated Chapel

First-cast turn

n=53
23%
T1
17%
T2
15%
T3
6%
T4
13%
T5
25%
T6-9
2%
T10+
Median 3 P25 2 · P75 6 · max 11
Cast same turn as drawn 61%

The "good card" funnel

303 brought
Brought to game
303
Ever drawn
65
Reached battlefield
53
Still on board at game end
47
78%

224 Isolated Chapels were brought to games, 46 were drawn, 38 of those were cast, and 33 were still on the battlefield at game's end. Each step loses roughly 17-20%, a clean and consistent conversion chain for a dual land.

-20.1pp

Players who cast this card win 21% of the time (n=53) , vs 41% when it never left the library (n=230).

Final zone distribution

303 instances
75.9%
Library
15.5%
Battlefield
5.3%
Graveyard
0.7%
Exile

172 of 224 Isolated Chapels never left the library, the expected outcome for a singleton in a 100-card deck. Of the ones that moved, 33 ended on the battlefield and 11 went to the graveyard, likely through sacrifice or land destruction.

Top commanders running this card

by deck count

Killian, Decisive Mentor holds a commanding lead at 37 decks. The distribution is top-heavy but still spans 10 different commanders across Orzhov, Esper, and Mardu color identities, showing the Chapel reaches beyond strict two-color builds.

Frequently Asked
How often is Isolated Chapel actually drawn in a Commander game?

Across 224 deck-participations in tracked games, the Chapel was drawn 46 times, a draw rate of roughly 20.5%. That is normal for a singleton land in a 100-card deck. Of those 46 drawn instances, 38 were cast, giving a draw-to-play rate of 78%. Players who find it generally use it.

What turn does Isolated Chapel typically enter the battlefield?

Median first-cast turn is 4, with a mean of 4.45. The interquartile range runs from turn 2 to turn 6. Five casts happened on turn 1, almost certainly from opening hands, while a cluster of 6 casts fell on turn 8 or later. The spread is wide because early draws behave like premium fixing and late draws are essentially a tap-land-with-no-upside.

Does casting Isolated Chapel correlate with winning?

In 38 participations where the Chapel was cast, the win rate was 15.8%. In 172 participations where it stayed in the library all game, the win rate was 38.9%. The raw delta is -23 percentage points. Both sample sizes are above 15, so this is a directional signal worth noting, though 207 tracked games is not enough to draw firm conclusions. The most likely explanation is deck-composition bias: decks that draw more lands in general may be leaning on fixing at the cost of more impactful spells.

Which commanders run Isolated Chapel most often on Playgroup Live?

Killian, Decisive Mentor leads by a wide margin with 37 decks, followed by Y'shtola, Night's Blessed at 20 and Oloro, Ageless Ascetic at 13. All three either restrict to or heavily lean on white and black, which is exactly where Isolated Chapel's entry condition is easiest to fulfill. The top 10 commanders span Orzhov, Esper, and Mardu color identities.

Is Isolated Chapel banned or restricted in any major format?

Isolated Chapel is legal and unrestricted in Commander, Legacy, Modern, Pioneer, Historic, Timeless, Alchemy, Vintage, Brawl, Gladiator, and Oathbreaker. It is not legal in Standard (rotated out), Pauper (rare rarity), or Pauper Commander. No active bans apply to it in any format where it is legal.

Why does Isolated Chapel enter tapped so often in practice?

The card enters untapped only if you already control a Plains or a Swamp when it resolves. In the opening hand, players typically lead with basic lands first, so a Chapel drawn in the opening hand will usually find its condition met by turn 2 or 3. A Chapel drawn in the mid-to-late game, especially in three-color decks that have already played non-basic lands, may find the condition harder to satisfy. The 53% same-turn-cast rate suggests many players do play it immediately, but the spread in first-cast turns hints that timing decisions vary by board state.