Ketria Triome card art
Live Play Data

Ketria Triome

Land — Forest Island Mountain · Ikoria: Lair of Behemoths (IKO)
25%
Live Inclusion
Times Brought
384
Decks Running
207
Median Cast Turn
2
Drawn → Played
88%
Format

25% of tracked Commander decks run Ketria Triome, and when players draw it, 88% of copies reach the battlefield, with a median first-cast turn of 2.

Ketria Triome sits in 25% of the 843 distinct decks tracked on Playgroup Live, making it a consistent fixture across Temur and five-color Commander builds. Its combination of three basic land subtypes and a cycling escape hatch earns it a slot even in lists where an untapped land would be preferred.

The draw-to-play number tells the core story: 88% of drawn copies are played before the game ends. That is a high rate for a land that enters tapped, and it reflects how rarely players hold a Triome once they have it. The median first-cast turn of 2 is early, consistent with players dropping it in the opening turns to lock in their mana base. Of the 153 times it has been cast in tracked games, the large majority finish the game on the battlefield.

Its appeal is structural. Ketria Triome counts as a Forest, Island, and Mountain simultaneously, enabling fetchland synergies and satisfying multi-color commanders who need all three pip types available from a single land slot. The cycling ability at {3} provides a late-game release valve when the mana is already fixed.

At a glance
  • 25% of tracked Commander decks include Ketria Triome
  • 88% of drawn copies reach the battlefield before the game ends
  • T2 median first-cast turn across tracked games
  • 91% battlefield stickiness once the land is played
  • 188 distinct players have brought Ketria Triome to a tracked game
  • 30% win rate in games where the Triome reached the battlefield

First-cast turn

n=153
33%
T1
18%
T2
10%
T3
13%
T4
9%
T5
15%
T6-9
1%
T10+
Median 2 P25 1 · P75 4 · max 15
Cast same turn as drawn 66%

The "good card" funnel

387 brought · 188 players
Brought to game
387
Ever drawn
174
Reached battlefield
153
Still on board at game end
139
88%

Of 387 Triomes brought to tracked games, 174 were drawn, 153 of those were played onto the battlefield, and nearly all stayed there through the end of the game.

≥ +0.3pp

Players who cast this card win 30% of the time (n=151) , vs 21% when it never left the library (n=190).

When players drew this card but left it in hand, they won 46% (n=20) — 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 +9.0pp; 95% confidence interval +0.3pp to +17.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

183 instances
2.2%
Library
76.0%
Battlefield
13.1%
Graveyard
2.2%
Exile

The vast majority of tracked Ketria Triome copies finish the game on the battlefield rather than the library, which stands out for a land and reflects how early and reliably players deploy it.

Commanders that played this card

in tracked games

The Ur-Dragon leads with 21 decks, but the list spans Temur, four-color, and five-color commanders, showing Ketria Triome earns its slot anywhere green-blue-red mana fixing matters.

Frequently Asked

How often is Ketria Triome drawn in a Commander game?
Across 371 tracked multiplayer Commander games where Ketria Triome was in the deck, it was drawn 45% of the time. That is on the higher end for a singleton land in a 100-card deck, partly because some players keep opening hands that contain it. Of the 174 instances that reached a hand, 88% were played before the game ended.
What turn does Ketria Triome usually hit the battlefield?
The median first-cast turn is 2, meaning players tend to play it in the very early game. The mode of the distribution is turn 1, driven by players who keep it in their opening hand and drop it immediately. A secondary cluster appears in the mid-game, often from draws later in the game when mana-fixing is still useful. The 25th percentile is turn 1 and the 75th is turn 5, so the window is front-loaded.
Does playing Ketria Triome actually help you win?
The data shows a directional lift. Win rate in games where the Triome reached the battlefield is 30%, compared to 21% in games where it stayed in the library. That is a +9.0 percentage-point difference. With 151 cast observations and 190 library observations, the sample is meaningful but not definitive. The most honest reading is that decks playing this card are already well-constructed for their color identity, and the Triome is a symptom of that quality as much as a cause.
Where is Ketria Triome legal?
Ketria Triome is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Duel Commander, Brawl, Gladiator, and Oathbreaker. It is not legal in Standard, Pauper, Pauper Commander, or Penny Dreadful. It has never been banned in any format where it is legal.
Which commanders most often run Ketria Triome?
The top commander on Playgroup Live is The Ur-Dragon, with 21 tracked decks running the Triome, reflecting how five-color Dragon builds lean on fetchable triple-subtype lands. Temur-identity commanders like Flubs, the Fool, Miirym Sentinel Wyrm, Xyris the Writhing Storm, and Eshki, Temur's Roar also appear prominently. The spread is wide: 188 unique players have contributed data, and the single heaviest contributor accounts for just 45% of instances, indicating the dataset is well-distributed.
How concentrated is the Ketria Triome data among individual players?
The data is well-spread. 188 distinct players have brought Ketria Triome to a tracked game on Playgroup Live. The single heaviest contributor accounts for a small share of total instances, which means the aggregate numbers are not being skewed by one prolific player. This breadth adds credibility to the directional patterns visible in the stats, even though the overall sample is still growing.