Marsh Flats
Marsh Flats appears in 10% of tracked Commander decks and, when drawn, reaches the battlefield 74% of the time, with a median first activation on turn 3.0.
Marsh Flats is one of the ten Zendikar fetchlands legal in Commander, and Playgroup Live's multiplayer data puts it in 10% of tracked decks. That means 1655 of 17176 distinct decks have brought it to a live game. Its colorless identity makes it eligible anywhere Plains or Swamp appear, keeping it a fixture of white-black, Esper, Mardu, and five-color lists.
The core behavioral story is how reliably a drawn copy gets used. 74% of drawn Marsh Flats are activated before the game ends. Most copies sit in hand for zero turns before being cracked: median hand-to-cast delay is 0 turns, and 59% of drawn copies are activated the same turn they are drawn. Fetchlands reward early play, and players act on that. Median first activation lands on turn 3.0.
The commander distribution is notably wide. 976 distinct players have brought Marsh Flats to a tracked game, and the single heaviest contributor accounts for only 2% of all instances. That spread means the data is not being skewed by one prolific pilot. The top commanders by raw deck count are dominated by five-color and white-black-red archetypes, consistent with what you would expect from a fetchland that hits Plains and Swamp.
- 10% of tracked Commander decks include Marsh Flats
- 74% of drawn copies are activated before the game ends
- 59% same-turn activation rate once drawn
- T3.0 median turn of first activation
- 976 distinct players have brought Marsh Flats to a tracked game
- 24% draw rate per game, typical for a singleton in a 100-card deck
First-cast turn
n=564The "good card" funnel
3245 brought · 976 playersOf 3245 Marsh Flats brought to games, 765 were drawn, 564 of those were activated, and nearly all resolved copies ended in the graveyard as expected for a sacrifice-based fetchland.
Players who cast this card win 29% of the time (n=510) , vs 26% when it never left the library (n=2050).
When players drew this card but left it in hand, they won 29% (n=180) — 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 +3.4pp; 95% confidence interval -0.5pp to +7.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
876 instancesFetchlands are designed to self-destruct: the graveyard is the dominant final zone by a wide margin, with only a small share of copies ending in exile (from effects like Soul-Guide Lantern) or stranded in hand when the game ends.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
53 decks
-
2
Y'shtola, Night's Blessed
51 decks
-
3
Kaalia of the Vast
39 decks
-
4
Edgar Markov
37 decks
-
5
Oloro, Ageless Ascetic
25 decks
-
6
Jin Sakai, Ghost of Tsushima
24 decks
-
7
Jodah, the Unifier
23 decks
-
8
Atraxa, Praetors' Voice
22 decks
-
9
Mr. House, President and CEO
21 decks
-
10
Esika, God of the Tree // The Prismatic Bridge
20 decks
The top-commander list spans five-color, Mardu, Esper, and white-black builds, reflecting Marsh Flats' broad eligibility across any deck with Plains or Swamp in its mana base rather than a concentration in one archetype.