Mystic Monastery
Mystic Monastery lands in 30% of tracked Commander decks on Playgroup Live, with 78% of drawn copies reaching the battlefield and a median first-cast turn of 3.
Mystic Monastery sits in 30% of the 2036 Commander decks tracked on Playgroup Live, making it one of the more consistent tri-land choices for any deck running blue, red, and white. It has appeared in 615 distinct decks across 1179 tracked games.
The card enters tapped, which is the usual friction point for tri-lands in Commander. Even so, 78% of drawn copies are played before the game ends. Median first cast lands on turn 3, and the mode is turn 1, meaning a meaningful portion of Monasteries come down as the very first land of the game. Once on the battlefield, stickiness is high: 91% of cast copies end the game on the battlefield, consistent with what you'd expect from a basic-land-slot permanent that opponents rarely target.
The concentration data is a clear strength of this dataset. 551 distinct players have brought Mystic Monastery to a tracked game, and no single contributor accounts for more than 2% of all instances. That spread means the numbers reflect real metagame-wide usage rather than one dedicated grinder's results.
- 30% of tracked Commander decks include Mystic Monastery
- 78% of drawn copies are played before the game ends
- T3 median first-cast turn, with a mode of turn 1
- 91% battlefield stickiness once played
- 551 distinct players have brought this card to a tracked game
- 26% draw rate per game, typical for a singleton in a 100-card deck
First-cast turn
n=249The "good card" funnel
1249 brought · 551 playersOf 1249 Mystic Monasteries brought to games, 321 were drawn, 249 of those were played, and 91% of played copies remained on the battlefield through the end of the game.
Players who cast this card win 29% of the time (n=229) , vs 24% when it never left the library (n=787).
When players drew this card but left it in hand, they won 22% (n=62) — 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 +4.5pp; 95% confidence interval -1.4pp to +10.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
358 instancesThe overwhelming majority of cast Mystic Monasteries finish the game on the battlefield, which is expected for a land that opponents almost never remove. Copies that end in the graveyard or exile reflect targeted land destruction and similar effects.
Commanders that played this card
in tracked games-
1
Captain America, Team Leader
96 decks
-
2
Zinnia, Valley's Voice
44 decks
-
3
Kilo, Apogee Mind
33 decks
-
4
Inspirit, Flagship Vessel
30 decks
-
5
The Ur-Dragon
23 decks
-
6
Kratos, Stoic Father
19 decks
-
7
Sonic the Hedgehog
19 decks
-
8
Dr. Madison Li
17 decks
-
9
Shiko and Narset, Unified
17 decks
-
10
Satya, Aetherflux Genius
14 decks
Captain America, Team Leader dominates the top-commander list, reflecting the card's strong fit in the blue-red-white slice of the Commander meta. Most other top commanders share that same three-color identity, with a few five-color generals rounding out the list.