Kindred Discovery
Kindred Discovery sits in 9% of tracked Commander decks on Playgroup Live. When cast, it wins 30% of games, a +5.9 percentage-point lift over the baseline, with median first-cast turn landing on turn 7.0.
Kindred Discovery is the go-to draw engine for tribal Commander decks that can support blue. Across 1051 tracked multiplayer games on Playgroup Live, it appears in 602 of 7074 distinct decks for an inclusion rate of 9%. The data is well-spread: 512 unique players have brought it to a tracked game, and no single player accounts for more than a small share of the observations.
The cast-vs-library win-rate gap is a directional positive signal. Games where Kindred Discovery reached the battlefield resolved in a win 30% of the time versus 24% when the card stayed in the library untouched. That +5.9 pp lift is encouraging, though both sample sizes are modest and the lower bound of the confidence interval crosses zero, so treat it as an early directional reading rather than a settled conclusion. What is clearer is stickiness: 73% of cast copies are still on the battlefield at game end, consistent with an enchantment that has no built-in self-sacrifice and is expensive to answer.
The mana cost of 3UU keeps Kindred Discovery out of the early game. Median first cast lands on turn 7.0, and only 28% of casts arrive exactly on curve. Most copies come down once ramp is online or after the tribal engine is already running, which is exactly the window where the card's draw trigger snowballs fastest.
- 9% of tracked Commander decks include Kindred Discovery
- T7.0 median first-cast turn, reflecting its 3UU cost and ramp dependency
- 41% of drawn copies reach the battlefield before the game ends
- 73% battlefield stickiness once cast
- 30% win rate in games where Kindred Discovery resolved
- 512 unique players have brought this card to a tracked game
First-cast turn
n=104The "good card" funnel
1110 brought · 512 playersOf 1110 Kindred Discoveries brought to multiplayer games, 253 were drawn, 104 of those were cast, and 73% of resolved copies remained on the battlefield through end of game.
Players who cast this card win 30% of the time (n=100) , vs 24% when it never left the library (n=756).
When players drew this card but left it in hand, they won 22% (n=140) — 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 +5.9pp; 95% confidence interval -2.9pp to +14.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
276 instancesMost copies that never left the library reflect the structural reality of a 100-card singleton deck, not a judgment on the card's power. Among observed instances, the battlefield is the dominant final destination.
Commanders that played this card
in tracked games-
1
Captain America, Team Leader
91 decks
-
2
Hakbal of the Surging Soul
38 decks
-
3
The Ur-Dragon
23 decks
-
4
Alela, Cunning Conqueror
14 decks
-
5
Lord of the Nazgûl
14 decks
-
6
The First Sliver
14 decks
-
7
Cosmic Spider-Man
13 decks
-
8
Sidar Jabari of Zhalfir
13 decks
-
9
Miirym, Sentinel Wyrm
12 decks
-
10
Namor the Sub-Mariner
12 decks
Captain America, Team Leader leads by deck count, but the list spans Dragons, Merfolk, Slivers, Faeries, and Wraiths. Kindred Discovery slots into any tribal shell that can support blue, and the data reflects exactly that breadth.