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Port Town card art
Live Play Data

Port Town

Land · Marvel Super Heroes Commander (MSC)
20%
Live Inclusion
Times Brought
1317
Decks Running
652
Median Cast Turn
4.0
Drawn → Played
73%
Format

Port Town appears in 20% of tracked multiplayer Commander decks and, once drawn, reaches play 73% of the time, with a median first-play turn of 4.0.

Port Town shows up in 20% of the 3287 distinct decks that have played a tracked multiplayer game on Playgroup Live, placing it among the more common fixing lands in the Azorius (White-Blue) color pair and any three-color identity that contains both.

The play pattern is consistent with an untapped dual that rewards early Plains or Island density. 73% of drawn copies reach the battlefield before the game ends, and battlefield stickiness sits at 94%. Median first-play is turn 4.0, with the mode at turn 1, meaning the strongest use case is an opening-hand land drop that enters untapped when a basic is already in hand.

The 577 unique players who have brought Port Town to a tracked game represent a well-spread dataset. No single contributor accounts for more than a small slice of the observed instances, which supports treating these numbers as a genuine cross-meta signal rather than one pilot's results.

At a glance
  • 20% of tracked multiplayer Commander decks include Port Town
  • 73% of drawn copies reach the battlefield before the game ends
  • T4.0 median first-play turn across all tracked games
  • 94% battlefield stickiness once Port Town resolves
  • 61% of drawn copies played on the same turn they were drawn
  • 577 distinct players have brought Port Town to a tracked game

First-cast turn

n=240
24%
T1
13%
T2
9%
T3
9%
T4
8%
T5
31%
T6-9
7%
T10+
Median 4.0 P25 2 · P75 7 · max 14
Cast same turn as drawn 61%

The "good card" funnel

1323 brought · 577 players
Brought to game
1323
Ever drawn
329
Reached battlefield
240
Still on board at game end
225
73%

Of 1323 Port Towns brought to tracked multiplayer games, 329 were drawn, 240 of those were played, and the vast majority remained on the battlefield through end of game.

≥ -1.6pp

Players who cast this card win 26% of the time (n=229) , vs 22% when it never left the library (n=853).

When players drew this card but left it in hand, they won 31% (n=84) — 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 +4.3pp; 95% confidence interval -1.6pp to +10.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

363 instances
1.7%
Library
62.0%
Battlefield
18.2%
Graveyard
2.5%
Exile

The overwhelming majority of Port Town copies finish on the battlefield, a strong indicator that when this land is drawn it almost always does its job before the game ends.

Commanders that played this card

in tracked games

Port Town's top commanders span Azorius, Esper, Jeskai, and Bant identities, showing it functions as broad fixing across every archetype that pairs White with Blue rather than as a build-around for any single commander.

Frequently Asked

How often is Port Town drawn in a Commander game?
Across 1230 tracked multiplayer games where Port Town was in the deck, it was drawn 25% of the time. That is in line with what you would expect for a singleton land in a 100-card deck. Of 329 instances that reached a player's hand, 73% were played before the game ended.
What turn does Port Town usually enter the battlefield?
Median first-play turn is 4.0. The distribution is front-loaded: the most common single turn is turn 1, consistent with players keeping opening hands that contain Port Town alongside a Plains or Island. The interquartile range runs from turn 1 to turn 7, reflecting the full spectrum of when players draw it mid-game.
Does casting Port Town correlate with winning?
In 229 participations where Port Town reached the battlefield, the normalized win rate is 26%. In participations where it stayed in the library, the rate is 22%. The delta is +4.3 percentage points. Both buckets have solid sample sizes, making this an early but directional signal that playing the land carries a modest positive association with game outcomes.
Is Port Town legal in Commander?
Yes. Port Town is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Oathbreaker, and several Brawl variants. It is not legal in Standard, Pauper, or Pauper Commander. It carries no format bans.
Which commanders run Port Town most often?
The top commanders by raw deck count in this dataset are led by Y'shtola, Night's Blessed (Blue-Black-White), Captain America, Team Leader (Red-Blue-White), and Tidus, Yuna's Guardian (Green-Blue-White). The spread across Azorius and three-color commanders that include both White and Blue confirms Port Town's role as broad fixing rather than a card tied to any single strategy.
Why is Port Town a staple in White-Blue Commander decks?
Port Town enters untapped whenever a player can reveal a Plains or Island from their hand. White and Blue decks naturally run enough basics that the condition is reliably met, especially on turns 1-3 when basics are still in hand. A free untapped land drop in the early turns of a Commander game is a meaningful tempo advantage, and Port Town provides that without requiring the player to run a fetch land or pay life.