Port Town card art
Live Play Data

Port Town

Land · Commander Masters (CMM)
4%
Deck Inclusion
Games Tracked
147
Decks Running
97
Median Cast Turn
4
Drawn → Played
75%

Port Town sits in 4.2% of tracked Commander decks — strictly a {W}{U} staple — and when it reaches a player's hand, 77% of those copies are played before the game ends.

Port Town is a conditional dual land for White-Blue Commander decks: it enters untapped only if you reveal a Plains or Island from your hand, making it a rewards-early-hand-quality card rather than a guaranteed fixer. Across 122 tracked games on Playgroup Live, it appears in 86 of 2,034 distinct decks, an inclusion rate of 4.2% — tightly concentrated in the {W}{U} and {W}{U}{X} slice of the meta.

The cast funnel is healthy. Of 129 copies brought to games, 30 were drawn (a 23% draw rate, normal for a singleton land in a 100-card deck), and 23 of those 30 were played before the game ended — a 77% draw-to-play rate. Median first-play turn is 4, and 70% of played copies were cast on the same turn they were drawn, suggesting players rarely sit on it. Battlefield stickiness is 87%: once Port Town is on the table, it stays there.

One number worth flagging: the win rate when Port Town was cast (35%) runs 7.9 percentage points below the win rate when it stayed in the library (43%). Both sample sizes are small enough that this is directional rather than conclusive, but it is consistent with a land that lives in slightly lower-powered lists or pods where the untap condition is harder to meet early.

At a glance
  • 4.2% inclusion rate — tightly scoped to White-Blue and White-Blue-X decks
  • 23% draw rate, in line with any singleton in a 100-card deck
  • 77% of drawn copies are played before the game ends
  • T4 median first-play turn
  • 87% battlefield stickiness once the land resolves
  • 70% of played copies hit the table the same turn they were drawn

First-cast turn

n=27
15%
T1
15%
T2
11%
T3
11%
T4
11%
T5
30%
T6-9
7%
T10+
Median 4 P25 2 · P75 8 · max 13
Cast same turn as drawn 70%

The "good card" funnel

162 brought
Brought to game
162
Ever drawn
36
Reached battlefield
27
Still on board at game end
24
75%

129 copies were brought to games, 30 were drawn, 23 of those were played, and 20 were still on the battlefield when the game ended — a clean, low-friction land funnel with 87% stickiness.

-5.7pp

Players who cast this card win 33% of the time (n=27) , vs 39% when it never left the library (n=123).

Final zone distribution

162 instances
75.9%
Library
14.8%
Battlefield
4.3%
Graveyard
1.2%
Exile

96 of 129 Port Towns never left the library — the structural reality of a singleton land in a 100-card deck, not a sign the card underperforms when drawn.

Top commanders running this card

by deck count

Y'shtola leads at 21 decks, but the top-10 list spans five distinct color identities that all share White and Blue, showing Port Town is a format-wide dual rather than an archetype-specific include.

Frequently Asked
How often is Port Town actually drawn in a Commander game?

In participations where Port Town was in the deck, it was drawn in roughly 23% of instances — 30 draws from 129 deck-participations. That rate is typical for any singleton in a 100-card deck and is not a knock against the card. Of those 30 drawn copies, 23 were played before the game ended, a 77% draw-to-play rate.

What turn does Port Town usually hit the battlefield?

Median first-play turn is 4, with the 25th percentile at turn 2 and the 75th at turn 9. The early cluster (turns 1-3) represents copies kept in opening hands where the untap condition is easy to meet. Later plays tend to be topdeck lands dropped into a developed board. The broad spread is normal for a land that doesn't offer a triggered ability to accelerate its own timing.

Does casting Port Town correlate with winning?

Early signal says no, and the direction is worth noting. Win rate in participations where Port Town was cast is 35% (8 wins from 23 casts). Win rate when it sat in the library all game is 43% (41 wins from 96 participations). The gap is 7.9 percentage points. Both buckets are below the threshold where we'd call this conclusive, but the pattern is consistent with Port Town living in slightly lower-powered builds or pods where free untapped fixing is harder to guarantee.

Is Port Town legal in Commander?

Yes. Port Town is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Brawl, Duel Commander, Oathbreaker, and Gladiator. It is not legal in Standard, Pauper, Pauper Commander, or Premodern.

Why is Port Town used instead of a basic land in these decks?

Commander decks with two or more colors need fixing. Port Town produces both White and Blue mana, and in a deck already running Plains and Islands — as most {W}{U} decks do — the untap condition is reliably met in the early turns when those basics are still in hand. It effectively functions as an untapped dual in the early game at the cost of a minor hand reveal, which is almost no cost at all.

Which commanders play Port Town most often?

Y'shtola, Night's Blessed leads with 21 decks, followed by Éowyn, Shieldmaiden (11 decks) and Queza, Augur of Agonies (8 decks). The top-10 commander list spans Azorius, Esper, Bant, and Jeskai color identities — every commander that can run White and Blue. The spread is reasonably broad rather than dominated by a single archetype, which reflects the card's role as a generic dual rather than an archetype-specific piece.