Sacred Foundry
34% of tracked Playgroup Live decks run Sacred Foundry. When drawn, 82% of copies reach play, with a median first-play turn of 3.0.
Sacred Foundry sits in 34% of the 2033 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 694 distinct registered lists.
As a land, it is played rather than cast, and the numbers reflect what a reliable dual does in practice. 82% 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: 502 distinct players have brought the card to tracked games, and the single heaviest contributor accounts for just 2% of all instances, making the dataset well-spread and directionally reliable.
- 34% of tracked Commander decks include Sacred Foundry
- 82% 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
- 502 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=294The "good card" funnel
1327 brought · 502 playersOf 1327 Sacred Foundry copies brought to games, 360 were drawn, 294 of those reached the battlefield, and 92% of played copies remained there at game's end.
Players who cast this card win 25% of the time (n=291) , vs 25% when it never left the library (n=877).
When players drew this card but left it in hand, they won 28% (n=65) — 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 +0.6pp; 95% confidence interval -4.7pp to +5.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
395 instancesThe 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-
1
Mr. House, President and CEO
22 decks
-
2
Baylen, the Haymaker
21 decks
-
3
Cloud, Ex-SOLDIER
20 decks
-
4
The Ur-Dragon
18 decks
-
5
Edgar Markov
17 decks
-
6
Kaalia of the Vast
16 decks
-
7
Pantlaza, Sun-Favored
16 decks
-
8
Lightning, Army of One
14 decks
-
9
Lorehold, the Historian
13 decks
-
10
Rin and Seri, Inseparable
13 decks
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.