collections_bookmark Part of Tarkir Dragonstorm
Mistrise Village card art
Live Play Data

Mistrise Village

Land · Tarkir: Dragonstorm (TDM)
6%
Live Inclusion
Times Brought
889
Decks Running
429
Median Cast Turn
4.0
Drawn → Played
74%
Format

6% of tracked Commander decks run Mistrise Village, and 74% of drawn copies reach the battlefield, with a median first-cast turn of 4.0.

Mistrise Village is a rare utility land from Tarkir: Dragonstorm that trades a conditional enters-tapped clause for a repeatable counterspell shield. Across 831 tracked multiplayer Commander games on Playgroup Live, 6% of decks include it, and when it shows up in hand, players put it into play 74% of the time before the game ends.

The land's appeal is straightforward: it produces {U} for free, and for an additional {U} activation, it grants the next spell you cast this turn protection from counters. That protection mode is what pushes it into blue-heavy decks that need to resolve key spells through open mana. The enters-tapped condition is only waived if you control a Mountain or a Forest, so it slots most cleanly into Izzet, Simic, Temur, and other blue-red or blue-green shells. Pure mono-blue decks run it too, but they pay the tempo cost of entering tapped.

The commander distribution is notably broad. The top commander accounts for only 340 unique players across the dataset, and the leaders list spans everything from Vivi Ornitier to The Ur-Dragon, signaling that this land earns its slot in blue decks of many shapes rather than being a one-deck spec.

At a glance
  • 6% of tracked Commander decks include Mistrise Village
  • 28% draw rate across tracked games
  • 74% of drawn copies reach the battlefield before the game ends
  • T4.0 median turn the land first enters play
  • 86% battlefield stickiness once it resolves
  • 340 distinct players have brought it to a tracked game, a well-spread sample

First-cast turn

n=182
14%
T1
17%
T2
14%
T3
8%
T4
9%
T5
29%
T6-9
9%
T10+
Median 4.0 P25 2 · P75 7 · max 15
Cast same turn as drawn 48%

The "good card" funnel

889 brought · 340 players
Brought to game
889
Ever drawn
246
Reached battlefield
182
Still on board at game end
157
74%

Of 889 Mistrise Villages brought to tracked multiplayer games, 246 were drawn, and 182 of those reached the battlefield, a draw-to-play rate of 74% that reflects how immediately players move a land from hand to table.

≥ -1.3pp

Players who cast this card win 38% of the time (n=170) , vs 32% when it never left the library (n=554).

When players drew this card but left it in hand, they won 52% (n=61) — 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 +6.3pp; 95% confidence interval -1.3pp to +13.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

278 instances
3.6%
Library
56.5%
Battlefield
22.3%
Graveyard
5.0%
Exile

Lands rarely end up in the graveyard by chance, so the graveyard and exile counts here reflect removal, Strip Mine effects, and late-game chaos. The majority of Mistrise Villages that were cast finished the game on the battlefield, consistent with its 86% stickiness figure.

Commanders that played this card

in tracked games

The top commanders each appear in only 4-6 decks, and the list spans blue-red, blue-green, Sultai, and even five-color piles. That spread suggests Mistrise Village earns its slot on merit across the blue-inclusive meta rather than riding a single archetype.

Frequently Asked

How often is Mistrise Village drawn in a Commander game?
In 831 tracked multiplayer Commander games where Mistrise Village was in the deck, it was drawn 28% of the time. That is consistent with a singleton land in a 100-card deck. Of the 246 copies that reached a hand, 74% made it to the battlefield before the game ended.
What turn does Mistrise Village typically enter the battlefield?
The median first-cast turn is 4.0. The distribution is spread across the early and mid game, with a cluster of casts on turns 1-3 from players who drew it in their opening hand or early draws. The p25 lands on turn 2 and the p75 on turn 7, so the card sees action across a wide window of the game.
Is Mistrise Village better in certain commanders?
So far the card appears most often under Izzetand Temur commanders: Vivi Ornitier, Fire Lord Azula, Eshki, and Ureni of the Unwritten all place near the top of the list. That tracks with the land's enters-tapped waiver requiring a Mountain or Forest, which those color identities provide naturally. Purely mono-blue commanders still run it but absorb the occasional tempo loss from an enters-tapped land.
Does casting Mistrise Village correlate with winning?
In the 170 observed participations where the land was cast, the win rate is 38%, compared to 32% in participations where it stayed in the library. The raw delta is +6.3 percentage points. Both buckets have enough observations to call this directional, but the standard error is wide enough that we treat it as an early signal rather than a firm conclusion.
Is Mistrise Village legal in Commander?
Yes. Mistrise Village from Tarkir: Dragonstorm is legal in Commander, Legacy, Modern, Pioneer, Vintage, Standard, Historic, and most other constructed formats. It is not legal in Pauper or Pauper Commander, as it is a rare. It carries a blue color identity, so it can only go into decks whose commander includes blue.
How concentrated is the Mistrise Village data across players?
340 distinct players have brought Mistrise Village to a tracked game on Playgroup Live, and the single heaviest contributor accounts for just 28% of all instances. That spread is a genuine strength of the dataset and means the numbers are not dominated by one player's preferences. Read the stats as a cross-section of the broader blue-inclusive Commander community rather than a single pilot's results.