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Isolated Chapel card art
Live Play Data

Isolated Chapel

Land · Secrets of Strixhaven Commander (SOC)
37%
Live Inclusion
Times Brought
2584
Decks Running
1385
Median Cast Turn
4.0
Drawn → Played
82%
Format

Isolated Chapel appears in 37% of tracked Orzhov-identity decks on Playgroup Live, and 82% of drawn copies reach the battlefield. Median first-cast turn: 4.0.

Isolated Chapel sits in 37% of the decks tracked on Playgroup Live that can run it, making it one of the more consistent dual-land choices across the white-black color identity. It appears in 1385 of the 3790 distinct tracked decks and has been brought to games 2590 times.

The operational picture is straightforward for a land. When a copy enters a player's hand, 82% of those copies end up on the battlefield before the game ends. That high conversion rate reflects the card's role: it enters untapped as long as you control a Plains or a Swamp, which is trivially true in any dedicated two-color or multicolor shell from turn two onward. Median first play lands on turn 4.0, with the mode at turn 1, showing how reliably it shows up in opening hands and gets played immediately.

The commander spread is broad. The top-listed commander, Y'shtola, Night's Blessed, accounts for just 1385 total decks running the Chapel, and the card appears across Orzhov, Mardu, Esper, and Abzan strategies alike. Any black-white identity commander is a plausible home.

At a glance
  • 37% of tracked decks with black-white identity include Isolated Chapel
  • 82% of drawn copies reach the battlefield before the game ends
  • T4.0 median first-cast turn across all observed games
  • 94% battlefield stickiness once the land resolves
  • 1087 distinct players have brought this card to a tracked game
  • 2590 times brought to a game across all tracked sessions

First-cast turn

n=544
17%
T1
17%
T2
14%
T3
10%
T4
9%
T5
26%
T6-9
7%
T10+
Median 4.0 P25 2 · P75 7 · max 21
Cast same turn as drawn 58%

The "good card" funnel

2590 brought · 1087 players
Brought to game
2590
Ever drawn
665
Reached battlefield
544
Still on board at game end
514
82%

Of 2590 copies brought to games, 665 were drawn, 544 of those were played, and 94% of resolved copies finished the game on the battlefield.

≥ +-0.0pp

Players who cast this card win 27% of the time (n=497) , vs 23% when it never left the library (n=1631).

When players drew this card but left it in hand, they won 33% (n=100) — 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 +4.0pp; 95% confidence interval +-0.0pp to +8.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

732 instances
2.2%
Library
70.2%
Battlefield
13.9%
Graveyard
2.0%
Exile

The vast majority of Isolated Chapel copies tracked end the game on the battlefield. The small library residual reflects copies that never reached a hand, a normal outcome for any singleton in a 100-card deck.

Commanders that played this card

in tracked games

The commander list spans Orzhov, Mardu, Esper, and Abzan identities, reflecting how broadly Isolated Chapel fits any deck that can produce a Plains or Swamp on turn one.

Card text
Isolated Chapel card

Isolated Chapel

Land
This land enters tapped unless you control a Plains or a Swamp. {T}: Add {W} or {B}.
Secrets of Strixhaven Commander (SOC) · Rare · Illustrated by Richard Wright

Frequently Asked

How often is Isolated Chapel drawn in a tracked Commander game?
Across 2332 tracked multiplayer games where Isolated Chapel was in the deck, the draw rate is 26%. That is in line with any singleton in a 100-card deck. Of 665 copies that reached a hand, 82% were played before the game ended. The gap between those two numbers is almost entirely a game-length effect rather than a player choice to hold the land.
What turn does Isolated Chapel typically hit play?
Median first-cast turn is 4.0, with the distribution mode at turn 1. The interquartile range runs from turn 2 to turn 6, meaning early-game draws are common. The turn-1 spike is driven by copies kept in opening hands alongside a Plains or Swamp, which lets the Chapel enter untapped immediately. Late casts (turn 9 and beyond) are present in the data but are a small minority.
Does casting Isolated Chapel correlate with winning?
In 497 participations where Isolated Chapel reached the battlefield, the normalized win rate is 27%. In 1631 participations where it stayed in the library, the rate is 23%. The delta is a directional positive signal, but the confidence interval on this data crosses zero, so treat it as early signal rather than a proven effect. Isolated Chapel is a mana-fixing land; its value is in enabling other cards rather than winning games directly.
Is Isolated Chapel legal in Commander?
Yes. Isolated Chapel is legal in Commander, Duel Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Alchemy, and Brawl. It is not legal in Standard, Pauper, Pauper Commander, or Premodern. There are no format bans on this card.
How concentrated is the Isolated Chapel data among a few players?
The data is well-spread. 1087 distinct players have brought Isolated Chapel to a tracked game, and the single heaviest contributor accounts for just 26% of all instances. That breadth adds confidence to the directional numbers: no single player or playgroup is skewing the dataset meaningfully.
Which commanders most often run Isolated Chapel?
The top commanders by raw deck count are Y'shtola, Night's Blessed, Killian, Decisive Mentor, and Felothar the Steadfast, followed closely by several Mardu and Esper commanders. The spread covers Orzhov, Mardu, Esper, and Abzan color identities, confirming that Isolated Chapel is a format-agnostic mana-fixing choice rather than a card tied to any single strategy. Pure black-white commanders like Killian and Teysa Karlov show some of the highest per-commander inclusion rates in the deck-inclusion data.