Port Town
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.
- 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=240The "good card" funnel
1323 brought · 577 playersOf 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.
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 instancesThe 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-
1
Y'shtola, Night's Blessed
96 decks
-
2
Captain America, Team Leader
81 decks
-
3
Tidus, Yuna's Guardian
53 decks
-
4
Éowyn, Shieldmaiden
36 decks
-
5
Shorikai, Genesis Engine
20 decks
-
6
Inquisitor Greyfax
15 decks
-
7
Millicent, Restless Revenant
15 decks
-
8
Hope Estheim
14 decks
-
9
Marneus Calgar
14 decks
-
10
Mendicant Core, Guidelight
13 decks
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.