Overgrown Tomb card art
Live Play Data

Overgrown Tomb

Land — Swamp Forest · Lorwyn Eclipsed (ECL)
38%
Live Inclusion
Times Brought
559
Decks Running
314
Median Cast Turn
4
Drawn → Played
85%
Format

38% of tracked Commander decks run Overgrown Tomb. When drawn, 85% of copies reach the battlefield, and the median first play lands on turn 4.

Overgrown Tomb sits in 38% of the 833 Commander decks that have played a tracked game on Playgroup Live. That share reflects both its color constraint and its reputation as the gold-standard dual land for any black-green shell.

The cast funnel tells the core story. Of 562 copies brought to games, 177 were drawn and 151 reached the battlefield. The draw-to-play rate of 85% is high even for a land. Lands are rarely held in hand by choice, and the data is consistent with that: median first play falls on turn 4, with the mode at turn 2 and a cluster of turn-1 openings from kept hands that included it. Battlefield stickiness is 90%, which is expected for a land in a format without mass land destruction as a default line.

The player base is well spread. 253 distinct players have brought Overgrown Tomb to a tracked game, and the single heaviest contributor accounts for only 6% of all instances. That breadth strengthens confidence that what we see here is a real cross-meta signal rather than one player's habit.

At a glance
  • 38% of tracked Commander decks include Overgrown Tomb
  • 85% of drawn copies reach the battlefield before the game ends
  • T4 median first-play turn across all tracked games
  • 90% battlefield stickiness once the land enters play
  • 253 distinct players in the dataset, signaling broad adoption

First-cast turn

n=151
18%
T1
20%
T2
12%
T3
13%
T4
11%
T5
23%
T6-9
4%
T10+
Median 4 P25 2 · P75 6 · max 12
Cast same turn as drawn 64%

The "good card" funnel

562 brought · 253 players
Brought to game
562
Ever drawn
177
Reached battlefield
151
Still on board at game end
138
85%

Of 562 Overgrown Tombs brought to tracked games, 177 were drawn, 151 were played onto the battlefield, and 90% of those stayed in play through the game's final state.

+5.4pp

Players who cast this card win 28% of the time (n=151) , vs 23% when it never left the library (n=347).

When players drew this card but left it in hand, they won 18% (n=25) — 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.

95% confidence interval -2.3pp to +13.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

197 instances
3.6%
Library
70.1%
Battlefield
15.2%
Graveyard
2.5%
Exile

Most of the small library residual reflects copies that were simply never reached in games where the deck drew elsewhere. The overwhelming majority of observed Overgrown Tombs ended on the battlefield, consistent with a land that resolves and stays.

Commanders that played this card

in tracked games

The commander list spans two-color Golgari builds, three-color shells that touch black and green, and full five-color piles. No single commander dominates, which reflects Overgrown Tomb's role as generic mana fixing rather than an archetype-specific piece.

Frequently Asked
How often is Overgrown Tomb drawn in a Commander game?

Across 476 tracked multiplayer games where it was in the deck, Overgrown Tomb was drawn 31% of the time. That draw rate is consistent with a singleton in a 100-card deck. Of 177 copies that reached a hand, 85% were played before the game ended. The high play-through rate is expected for a land: players almost never have a reason to hold one back.

What turn does Overgrown Tomb typically enter the battlefield?

The median first-play turn is 4 in multiplayer games. The distribution has two clusters: a meaningful group of turn-1 plays from opening hands that included it, and a broader spread across turns 2 through 6. The p75 is turn 6 and the recorded maximum is turn 12, but most games that draw it see it hit early.

Does casting Overgrown Tomb correlate with winning?

In 151 participations where Overgrown Tomb reached the battlefield, the normalized win rate was 28%. Participations where it stayed in the library showed a win rate of 23%. The gap is a directional positive signal, but both sample buckets are modest and the standard error is wide enough that we would not call this conclusive. Read it as an early, consistent pattern rather than a proven effect.

Is Overgrown Tomb legal in Commander?

Yes. Overgrown Tomb is legal in Commander with no restrictions. It is also legal in Legacy, Modern, Pioneer, Vintage, Standard, Historic, and most other constructed formats. It is not legal in Pauper or Pauper Commander because it is rare, and it is not legal in Old School or Premodern. In Commander its dual-land status makes it a near-automatic inclusion in any deck whose color identity contains both black and green.

Which commanders most often run Overgrown Tomb in tracked games?

The top commander by raw deck count in the multiplayer dataset is The Ur-Dragon, a five-color commander that supports black-green as two of its five colors. Witherbloom, the Balancer and Indoraptor, the Perfect Hybrid follow closely. The spread across so many different commanders reflects the card's role as a core mana-fixing piece rather than a synergy piece tied to any specific strategy.

How concentrated is the data? Could one player be skewing the numbers?

The dataset covers 253 distinct players who have brought Overgrown Tomb to a tracked game. The single highest-volume contributor accounts for 6% of all instances. That figure is well below the 30% threshold that would flag a concentration concern. The data here reflects a genuinely broad slice of the tracked player base.