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Sakura-Tribe Elder card art
Live Play Data

Sakura-Tribe Elder

{1} {G} · Creature — Snake Shaman · Secrets of Strixhaven Commander (SOC)
14%
Live Inclusion
Times Brought
1342
Decks Running
737
Median Cast Turn
4
Drawn → Played
74%
Format

Sakura-Tribe Elder appears in 14% of tracked Commander decks on Playgroup Live, and 74% of drawn copies reach a cast before the game ends, with a median first-cast turn of 4.

Sakura-Tribe Elder is one of Commander's most reliable two-mana ramp pieces. Across 1233 tracked multiplayer games on Playgroup Live, it sits in 737 of 5273 distinct decks, an inclusion rate of 14%. That number reflects play-based data rather than decklist scrapes, so it speaks to the card's real-table presence.

The action happens fast. Median first cast lands on turn 4, and 74% of drawn copies reach a cast before the game ends. The Elder's sacrifice ability means it almost never lingers: after resolving, it moves to the graveyard, which is exactly the design. Battlefield stickiness of 12% is low by intent, not by interaction. Many green commanders, especially those that care about creatures entering or leaving the battlefield, treat the graveyard destination as a feature rather than a cost.

The dataset is well-spread across 588 unique players, with no single contributor responsible for more than a small fraction of tracked games. That breadth makes the directional signals here more robust than a dataset concentrated in a few playgroups.

At a glance
  • 14% of tracked Commander decks include Sakura-Tribe Elder
  • 74% of drawn copies were cast before the game ended
  • T4 median first-cast turn
  • 29% draw rate per game, typical for a singleton in a 100-card deck
  • 588 unique players have brought it to a tracked game, showing broad adoption
  • 30% normalized win rate in games where the Elder was cast

First-cast turn

n=287
6%
T1
22%
T2
15%
T3
9%
T4
9%
T5
33%
T6-9
6%
T10+
Median 4 P25 2 · P75 7 · max 17
On curve 28% (62 / 287 cast on T2) Cast same turn as drawn 45%

The "good card" funnel

1344 brought · 588 players
Brought to game
1344
Ever drawn
387
Reached battlefield
287
Still on board at game end
33
74%

Of 1344 copies brought to games, 387 were drawn, 287 of those were cast, and nearly all resolved copies proceeded directly to the graveyard after fetching a land.

≥ +1.7pp

Players who cast this card win 30% of the time (n=276) , vs 23% when it never left the library (n=830).

When players drew this card but left it in hand, they won 34% (n=88) — 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 +1.7pp to +12.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

436 instances
2.5%
Library
7.6%
Battlefield
62.4%
Graveyard
11.0%
Exile

The graveyard is the dominant final zone for Sakura-Tribe Elder, which reflects the card working exactly as intended: sacrifice for a land, move on. Most copies that never left the library simply were not drawn.

Commanders that played this card

in tracked games

Dina, Essence Brewer leads by a wide margin in raw deck count, but the list spans at least ten distinct commanders across multiple color combinations, showing the Elder's reach well beyond any single archetype.

Frequently Asked

How often is Sakura-Tribe Elder drawn in a Commander game?
In 1233 tracked multiplayer games where Sakura-Tribe Elder was in the deck, it was drawn 29% of the time. That is consistent with what a singleton in a 100-card deck typically sees. Of 387 instances that reached a player's hand, 74% were cast before the game concluded.
What turn does Sakura-Tribe Elder usually get cast?
Median first cast is turn 4 in multiplayer games. The 25th percentile sits at turn 2, meaning a meaningful cluster of players cast it right out of the opening hand. The distribution trails out to turn 17 at the far end, reflecting games where it was drawn very late. The same-turn cast rate of 45% shows that roughly half of players cast it the same turn they draw it, while others hold it a turn to sequence their mana correctly.
Why is Sakura-Tribe Elder's battlefield stickiness so low?
A 12% stickiness rate is expected and intentional. The card's entire purpose is to sacrifice itself to fetch a basic land. It enters the battlefield and immediately leaves for the graveyard. Low stickiness here is a sign the card is working as designed, not a sign it is being countered or removed. Do not read it as a weakness.
Does casting Sakura-Tribe Elder correlate with winning?
Games where Sakura-Tribe Elder was cast show a normalized win rate of 30%, compared to 23% in games where it stayed in the library. That is a +7.2 percentage-point gap across 276 cast observations and 830 library observations. Both sample sizes are large enough to treat this as a directional signal. The Elder is not a win condition, but ramping on turn 2-3 gives decks a meaningful structural advantage.
Is Sakura-Tribe Elder legal in Commander?
Yes, Sakura-Tribe Elder is legal and unrestricted in Commander, Duel Commander, Oathbreaker, Legacy, Modern, Pauper, and Pauper Commander. It is not legal in Standard, Pioneer, Alchemy, Historic, Brawl, or most rotating formats. Its common rarity means it is also a staple in Pauper Commander specifically.
Which commanders most commonly run Sakura-Tribe Elder?
Across tracked decks on Playgroup Live, the most common pairing is Dina, Essence Brewer, which rewards sacrifice outlets and life-drain loops that the Elder feeds naturally. Teval, the Balanced Scale, Bello, Bard of the Brambles, and Meren of Clan Nel Toth also rank high. The spread across Golgari, Jund, Sultai, and mono-green commanders confirms the Elder's role as a format-wide ramp staple rather than a narrow archetype piece.