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Sacred Foundry card art
Live Play Data

Sacred Foundry

Land — Mountain Plains · Star Trek (TRK)
34%
Live Inclusion
Times Brought
1568
Decks Running
804
Median Cast Turn
3.0
Drawn → Played
81%
Format

34% of tracked Playgroup Live decks run Sacred Foundry. When drawn, 81% of copies reach play, with a median first-play turn of 3.0.

Sacred Foundry sits in 34% of the 2343 decks that have logged a tracked game on Playgroup Live. That puts it among the most-played Ravnica shock lands in the red-white slice of the Commander card pool, appearing in 804 distinct registered lists.

As a land, it is played rather than cast, and the numbers reflect what a reliable dual does in practice. 81% of drawn copies reach the battlefield before the game ends, a high conversion rate that reflects how quickly players want their mana base online. The median first-play turn is 3.0, though the distribution skews early: a large cluster lands on turns 1 and 2, driven by opening hands that contain the land alongside colored spells that need it immediately.

The top-commander list spans Boros, Mardu, Naya, and five-color shells. Sacred Foundry earns its slot anywhere red and white need to cooperate, and the breadth of commanders it supports reflects how central that color pair remains across the multiplayer meta. Concentration is low: 564 distinct players have brought the card to tracked games, and the single heaviest contributor accounts for just 1% of all instances, making the dataset well-spread and directionally reliable.

At a glance
  • 34% of tracked Commander decks include Sacred Foundry
  • 81% of drawn copies reach the battlefield before the game ends
  • T3.0 median first-play turn across all observed instances
  • 92% battlefield stickiness once the land resolves
  • 564 distinct players have brought Sacred Foundry to a tracked game
  • 25% normalized win rate in games where Sacred Foundry hit the battlefield

First-cast turn

n=348
22%
T1
20%
T2
9%
T3
9%
T4
9%
T5
27%
T6-9
4%
T10+
Median 3.0 P25 2 · P75 6 · max 13
Cast same turn as drawn 59%

The "good card" funnel

1570 brought · 564 players
Brought to game
1570
Ever drawn
430
Reached battlefield
348
Still on board at game end
321
81%

Of 1570 Sacred Foundry copies brought to games, 430 were drawn, 348 of those reached the battlefield, and 92% of played copies remained there at game's end.

≥ -4.4pp

Players who cast this card win 25% of the time (n=341) , vs 25% when it never left the library (n=1020).

When players drew this card but left it in hand, they won 28% (n=80) — 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 +0.5pp; 95% confidence interval -4.4pp to +5.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

471 instances
3.2%
Library
68.2%
Battlefield
12.5%
Graveyard
3.8%
Exile

The vast majority of Sacred Foundry copies end a game on the battlefield. Unlike spells, lands that enter play early have the whole game to sit in their zone, so high battlefield retention is structural for a well-timed dual.

Commanders that played this card

in tracked games

The top-ten commander list spans at least five different color combinations, confirming that Sacred Foundry's demand comes from the red-white color pair itself rather than any single dominant commander strategy.

Frequently Asked

How often is Sacred Foundry drawn in a Commander game?
Across 1335 tracked games where the card was in the deck, it was drawn 27% of the time. That figure is typical for a singleton land in a 100-card deck. Of the 430 copies that reached a player's hand, 81% were played before the game concluded. The remaining fraction largely reflects games that ended before the player had a use for another land.
What turn does Sacred Foundry typically hit the battlefield?
The median first-play turn is 3.0, with the 25th percentile landing on turn 2 and the 75th on turn 6. The distribution is front-loaded: the single most common play turn is turn 1, driven by players keeping opening hands that contain the shock land alongside early colored spells. Most casts cluster in the first four turns, which is consistent with a dual land whose primary job is enabling early plays.
Does playing Sacred Foundry actually improve your win rate?
Games where Sacred Foundry reached the battlefield show a 25% normalized win rate, compared to 25% in games where it stayed in the library. The raw delta is directional but modest given sample size, and the lower bound of the confidence interval crosses zero in our dataset. The honest read: players who draw and play their dual lands tend to have better-constructed mana bases overall, which conflates card quality with deck quality. Treat this as an early signal rather than a firm conclusion.
Is Sacred Foundry legal in Commander?
Yes. Sacred Foundry is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Alchemy, Standard, and most other constructed formats. It is not legal in Pauper or Pauper Commander because it is a rare. It has no bans or restrictions in any format where it is legal.
Which commanders most often run Sacred Foundry?
The top commanders in the tracked dataset include Mr. House, President and CEO; The Ur-Dragon; Edgar Markov; Kaalia of the Vast; and Pantlaza, Sun-Favored, among others. The mix of Boros, Mardu, Naya, and five-color commanders reflects the breadth of the red-white color pair rather than a single dominant archetype. Pure Boros commanders like Lightning, Army of One and Arabella, Abandoned Doll also appear prominently in the top-ten list.
How concentrated is the Sacred Foundry data across players?
The dataset is well-spread. 564 distinct players have brought Sacred Foundry to a tracked game, and the single heaviest contributor accounts for only 1% of all instances. That low concentration means the observed patterns are not driven by one player's results, which adds credibility to the directional signals visible in the win-rate and cast-turn data.