collections_bookmark Part of Lorwyn Eclipsed
Overgrown Tomb card art
Live Play Data

Overgrown Tomb

Land — Swamp Forest · Star Trek (TRK)
37%
Live Inclusion
Times Brought
1427
Decks Running
706
Median Cast Turn
3.0
Drawn → Played
83%
Format

37% of tracked Commander decks with black and green in their identity run Overgrown Tomb. When drawn, it reaches the battlefield 83% of the time, with a median first-play turn of 3.0.

Overgrown Tomb is one of the ten Ravnica shock lands, and on Playgroup Live it earns its keep: 37% of tracked decks bring it to the table, placing it among the most-played lands in any black-green shell. That figure comes from 706 of the 1904 distinct decks in the dataset.

The draw-to-play number is the headline stat for a land. At 83%, virtually every copy that reaches a player's hand finds its way into play before the game ends. Median first play lands on turn 3.0, reflecting how early players prioritize fixing their mana base. The data is well-spread across 527 unique players, with no single contributor accounting for more than a small slice of the observations, which adds confidence to the directional signal.

As a dual land legal in Commander, Modern, Pioneer, Legacy, and Vintage, Overgrown Tomb occupies a privileged tier of mana fixing. Its reach extends well beyond two-color Golgari pairings: the top commander slots include five-color commanders like The Ur-Dragon and Jodah, the Unifier, where a black-green dual that enters untapped is simply too efficient to cut.

At a glance
  • 37% of tracked Commander decks include Overgrown Tomb
  • 83% of drawn copies reach the battlefield before the game ends
  • T3.0 median turn of first play
  • 91% battlefield stickiness once it enters play
  • 527 unique players have brought Overgrown Tomb to a tracked game
  • 32% draw rate, consistent with a singleton in a 100-card deck

First-cast turn

n=378
23%
T1
17%
T2
11%
T3
11%
T4
10%
T5
23%
T6-9
5%
T10+
Median 3.0 P25 2 · P75 6 · max 17
Cast same turn as drawn 64%

The "good card" funnel

1430 brought · 527 players
Brought to game
1430
Ever drawn
457
Reached battlefield
378
Still on board at game end
346
83%

Of 1430 Overgrown Tombs brought to tracked games, 457 were drawn, 378 of those were played, and the large majority remained on the battlefield through the end of the game.

≥ -2.9pp

Players who cast this card win 27% of the time (n=366) , vs 25% when it never left the library (n=864).

When players drew this card but left it in hand, they won 29% (n=74) — 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 +2.0pp; 95% confidence interval -2.9pp to +6.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

503 instances
2.4%
Library
68.8%
Battlefield
15.1%
Graveyard
2.2%
Exile

The overwhelming majority of Overgrown Tombs resolve to the battlefield and stay there, with very few stranded in the library at game end, a sign that players find and play this land early.

Commanders that played this card

in tracked games

The commander list spans two-color Golgari builds all the way to five-color piles, showing that black-green untapped fixing is valued across a wide slice of the format, not just dedicated Golgari strategies.

Frequently Asked

How often is Overgrown Tomb drawn in a Commander game?
Across 1243 tracked games where Overgrown Tomb was in the deck, it was drawn 32% of the time. That rate is normal for a singleton in a 100-card deck. Of the 457 copies that reached a hand, 83% were played before the game ended. The high play-through rate reflects how players treat lands differently from spells: a land that fixes your colors rarely sits unused in hand.
What turn does Overgrown Tomb typically enter play?
Median first play is turn 3.0. The distribution clusters heavily in turns 1 and 2, capturing copies kept in opening hands. A secondary cluster runs through turns 4-6, representing copies drawn into the mid-game. The mode is turn 1, which aligns with the card's primary role as an opening-hand land that players are happy to pay 2 life for to keep untapped.
Is the 2-life cost relevant in practice?
Playgroup Live tracks zone and cast events, not life-payment decisions individually. What the data does show is that 83% of drawn copies reach the battlefield, and 91% of played copies remain on the battlefield at game end. Players are clearly not holding back due to the life cost. In Commander's 40-life format, paying 2 life for untapped fixing is widely considered a negligible trade-off in most game states.
Does casting Overgrown Tomb correlate with winning?
In participations where Overgrown Tomb entered the battlefield, the normalized win rate is 27% (n=366). In participations where it stayed in the library, the rate is 25% (n=864). The delta is a small positive directional signal. Both sample sizes are large enough to read as directional, though the gap is modest, which is typical for a mana-fixing piece: it enables the deck rather than winning games on its own.
Which commanders play Overgrown Tomb most often?
The Ur-Dragon leads the tracked dataset, reflecting how five-color dragon builds lean on every functional dual available. Witherbloom, the Balancer and Lathril, Blade of the Elves represent the pure Golgari (black-green) pairing, where Overgrown Tomb is an obvious two-of replacement for basic lands. The spread across commanders with blue, red, and white in their identity confirms that black-green fixing matters well beyond two-color decks.
Is Overgrown Tomb legal in Commander?
Yes. Overgrown Tomb is legal in Commander, as well as Modern, Pioneer, Legacy, Vintage, and most other Constructed formats. It is not legal in Pauper (rare) or Old School (post-1994 printing). In Commander it is unrestricted, so any deck with black or green in its color identity may include a copy.