collections_bookmark Part of Commander Masters auto_awesome #9 in Simic Commander Staples
Rejuvenating Springs card art
Live Play Data

Rejuvenating Springs

Land · Marvel Super Heroes Commander (MSC)
25%
Live Inclusion
Times Brought
1985
Decks Running
965
Median Cast Turn
4
Drawn → Played
78%
Format

25% of tracked Commander decks in Simic and allied colors run Rejuvenating Springs. When drawn, it reaches the battlefield 78% of the time, with a median first-play turn of 4.

Rejuvenating Springs sits in 25% of the 3818 Commander decks tracked on Playgroup Live. That consistent presence across 965 distinct decklists confirms its status as one of the first lands slotted into any Green-Blue shell.

The card's core appeal is simple: in a multiplayer game it almost always enters untapped, providing a zero-cost Simic dual on the turn you need it. 78% of drawn copies reach the battlefield before the game ends, and 93% of cast copies stay there through end of game. Median first-play lands on turn 4, though the mode is turn 1, meaning players who open with it drop it immediately.

The win-rate signal is directional but noteworthy. Games where Rejuvenating Springs resolved show a +7.9 percentage-point lift over games where it stayed in the library. With 374 cast observations and 1212 library observations, that gap clears its lower confidence bound, making it one of the stronger early signals among lands tracked on Playgroup Live. The data is spread across 755 unique players, with no single contributor dominating the sample.

At a glance
  • 25% of tracked Commander decks include Rejuvenating Springs
  • 78% of drawn copies reach the battlefield before the game ends
  • T4 median first-play turn, with turn 1 as the most common single turn
  • 93% battlefield stickiness once played
  • +7.9pp win-rate lift in games where it resolves versus games where it stays in the library
  • 755 unique players contributing data, a well-spread sample

First-cast turn

n=419
24%
T1
12%
T2
11%
T3
10%
T4
11%
T5
27%
T6-9
6%
T10+
Median 4 P25 2 · P75 6 · max 17
Cast same turn as drawn 66%

The "good card" funnel

1986 brought · 755 players
Brought to game
1986
Ever drawn
534
Reached battlefield
419
Still on board at game end
390
78%

Of 1986 copies brought to games, 534 were drawn, 419 of those were played, and 93% of those resolved copies remained on the battlefield through the end of the game.

≥ +3.0pp

Players who cast this card win 32% of the time (n=374) , vs 24% when it never left the library (n=1212).

When players drew this card but left it in hand, they won 49% (n=101) — 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 +7.9pp; 95% confidence interval +3.0pp to +12.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

586 instances
3.2%
Library
66.6%
Battlefield
13.5%
Graveyard
2.9%
Exile

The vast majority of Rejuvenating Springs copies finish on the battlefield, an unusually high proportion for a singleton land and a reflection of how reliably players deploy it once drawn.

Commanders that played this card

in tracked games

The top-commander list spans nearly a dozen different Green-Blue and allied-color archetypes, confirming Rejuvenating Springs is a format-wide Simic staple rather than a card concentrated in any single strategy.

Card text
Rejuvenating Springs card

Rejuvenating Springs

Land
This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.
Marvel Super Heroes Commander (MSC) · Rare · Illustrated by Sveta Pikul

Frequently Asked

How often is Rejuvenating Springs drawn in a Commander game?
Across 1829 tracked games where Rejuvenating Springs was in the deck, it was drawn 27% of the time. That is consistent with a singleton land in a 100-card deck. Of 534 instances that reached a player's hand, 78% were played before the game concluded.
What turn does Rejuvenating Springs usually hit the battlefield?
Median first-play turn is 4, and the mean sits just above 4. The distribution has a strong cluster at turn 1 for players who drew it in their opening hand, then spreads across turns 2 through 7 for the rest. The p25 is turn 1 and the p75 is turn 7, reflecting how much timing depends on when the card is drawn.
Does playing Rejuvenating Springs actually improve your win rate?
Games where Rejuvenating Springs resolved show a 32% normalized win rate, versus 24% for games where it never left the library. That is a +7.9 percentage-point gap. The lower bound of that gap is positive, which makes this one of the more reliable directional signals among lands tracked on Playgroup Live. Both buckets are well-sampled, with 374 cast observations and 1212 library observations.
Which commanders most often run Rejuvenating Springs?
Mister Fantastic leads the tracked list, followed by Ms. Bumbleflower and The Wise Mothman. The spread is broad: nearly every Green-Blue and Green-Blue-X commander archetype appears in the top commanders chart. That breadth reflects the card's role as a format-generic Simic dual rather than a build-around piece.
Is Rejuvenating Springs legal in Commander?
Yes. Rejuvenating Springs is legal in Commander, Legacy, Vintage, Duel Commander, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, Pauper, or Brawl. Its color identity is Green-Blue, so it fits any Commander deck whose commander's color identity includes both G and U.
How concentrated is the Rejuvenating Springs data across players?
The data comes from 755 unique players, and no single player accounts for more than a small fraction of the total tracked instances. That spread strengthens confidence in the directional trends shown here. When one player dominates a card's dataset, win rates and draw rates can skew heavily toward that individual's play style. That is not a concern here.