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Port Town card art
Live Play Data

Port Town

Land · Marvel Super Heroes Commander (MSC)
20%
Live Inclusion
Times Brought
775
Decks Running
382
Median Cast Turn
4.0
Drawn → Played
74%
Format

Port Town appears in 20% of tracked multiplayer Commander decks, and 74% of drawn copies reach the battlefield, with a median first-cast turn of 4.0.

Port Town is a staple dual land for White-Blue and any three-color commander that includes both colors. Across 728 tracked multiplayer games on Playgroup Live, it sits in 382 of 1941 decks, a 20% inclusion rate that reflects its role as a reliable, low-cost mana fixer in the Azorius color pair.

The play pattern is straightforward. When Port Town enters a player's hand, 74% of those copies are played before the game ends. The median first-cast turn lands on turn 4.0, and the mode is turn 1, meaning a meaningful cluster of copies come down immediately from an opening hand that contains a Plains or Island. Once on the battlefield, Port Town is almost never removed: 97% of cast copies remain in play at game's end, as expected for a non-threatening land.

The commander distribution is broad. 340 distinct players have brought Port Town to a tracked game, and the single heaviest contributor accounts for only 5% of all instances. That spread gives the data reasonable coverage across the Azorius and Esper/Bant/Jeskai meta rather than reflecting any one player's habits.

At a glance
  • 20% of tracked multiplayer Commander decks include Port Town
  • 74% of drawn copies are played before the game ends
  • T4.0 median first-cast turn, with a mode of turn 1
  • 97% battlefield stickiness once played
  • 340 distinct players have brought Port Town to a tracked game

First-cast turn

n=152
24%
T1
11%
T2
11%
T3
8%
T4
7%
T5
30%
T6-9
9%
T10+
Median 4.0 P25 2 · P75 7 · max 14
Cast same turn as drawn 62%

The "good card" funnel

778 brought · 340 players
Brought to game
778
Ever drawn
206
Reached battlefield
152
Still on board at game end
147
74%

Of 778 Port Towns brought to games, 206 were drawn, 152 of those were played, and nearly all of those stayed on the battlefield for the rest of the game.

≥ -0.4pp

Players who cast this card win 30% of the time (n=147) , vs 23% when it never left the library (n=515).

When players drew this card but left it in hand, they won 31% (n=52) — 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 +7.2pp; 95% confidence interval -0.4pp to +14.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

225 instances
1.8%
Library
65.3%
Battlefield
13.8%
Graveyard
3.1%
Exile

The vast majority of Port Town copies never leave the library, a structural reality of 100-card singleton where most cards are never drawn. Among the copies that were observed, the battlefield is the dominant final zone, consistent with lands rarely being destroyed.

Commanders that played this card

in tracked games

Y'shtola, Captain America, and Tidus each lead by a wide margin, but the list spans more than a dozen commanders across Azorius, Esper, Jeskai, and Bant color identities, showing Port Town's broad reach within any deck that runs both White and Blue.

Frequently Asked

How often is Port Town drawn in a Commander game?
In 728 tracked multiplayer games where Port Town was in the deck, it was drawn 26% of the time. That is consistent with normal singleton variance in a 100-card deck. Of the 206 copies that reached a hand, 74% were played before the game ended.
What turn does Port Town typically hit the battlefield?
The median first-cast turn is 4.0, but the distribution has a notable cluster at turn 1. Port Town enters untapped when you reveal a Plains or Island from your hand, so players who keep opening hands with basic lands can drop it immediately. The mean sits higher at 4.77, pulled by copies drawn in the mid or late game.
Does casting Port Town correlate with winning?
Win rate when Port Town is cast sits at 30% across 147 observations, compared to 23% when it stays in the library. The delta is directional and positive, but both sample sizes are moderate and the confidence interval crosses zero on the lower bound. Read it as an early signal rather than a firm conclusion.
Is Port Town legal in Commander?
Yes. Port Town is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander. The card was originally printed in Shadows over Innistrad and reprinted in sets including the Marvel Super Heroes Commander precon.
Which commanders most commonly run Port Town?
Among Playgroup Live tracked decks, Y'shtola, Night's Blessed leads with the most Port Town copies, followed by Captain America, Team Leader and Tidus, Yuna's Guardian. All three include both White and Blue in their color identity, which is the hard requirement for Port Town to function. The spread across many commanders reflects how broadly the Azorius color pair is played.
Does Port Town usually enter untapped?
The data does not directly record whether Port Town entered tapped or untapped, but the hand-to-cast numbers offer a proxy. 62% of drawn-and-played copies were played on the same turn they were drawn, suggesting players frequently have a Plains or Island in hand to reveal. The median delay between drawing and playing is zero turns.