Savage Lands
Savage Lands appears in 22% of tracked Commander decks that can run it, and 83% of drawn copies reach the battlefield, with a median first-cast turn of 3.
Savage Lands is the go-to tri-land for Jund (black, red, green) Commander builds on Playgroup Live. It sits in 22% of tracked decks across 670 games, and the 83% draw-to-play rate tells a consistent story: when players see it, it goes down.
The median first-cast turn is 3, but the distribution skews early. Turn 1 is the single most common cast turn, driven by players who keep it in the opening hand and lead with it before any other land. After that, casts spread across the mid-game as players draw into it later. Once it resolves, it stays: 90% stickiness reflects the simple reality that opponents rarely spend removal on a tapped tri-land.
The data spans 314 distinct players, with no single contributor accounting for more than a small slice of instances. That spread makes the early signal here more representative than it would be from a narrower player pool. Savage Lands fills its role quietly. It produces no card advantage, no enters-the-battlefield effect, and no surprise. It just fixes mana in three colors, every game.
- 22% of tracked Commander decks with BGr identity include Savage Lands
- 83% of drawn copies reach the battlefield before the game ends
- T3 median first-cast turn, with turn 1 as the single most common
- 90% battlefield stickiness once Savage Lands resolves
- 314 distinct players contributed data, a well-spread sample for this dataset
First-cast turn
n=157The "good card" funnel
692 brought · 314 playersOf 692 Savage Lands brought to tracked games, 190 were drawn, 157 of those were cast, and the large majority remained on the battlefield through the end of the game.
Players who cast this card win 21% of the time (n=141) , vs 23% when it never left the library (n=420).
When players drew this card but left it in hand, they won 27% (n=30) — 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 -1.6pp; 95% confidence interval -8.6pp to +5.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
203 instancesThe vast majority of Savage Lands copies finish in the library, a normal artifact of 100-card singleton where most cards simply never get drawn. Among observed copies, the battlefield is the dominant final destination by a wide margin.
Commanders that played this card
in tracked games-
1
Ashling, the Limitless
60 decks
-
2
Auntie Ool, Cursewretch
51 decks
-
3
The Ur-Dragon
16 decks
-
4
Henzie "Toolbox" Torre
12 decks
-
5
Eddie Brock // Venom, Lethal Protector
10 decks
-
6
Maarika, Brutal Gladiator
10 decks
-
7
Disa the Restless
9 decks
-
8
Sliver Gravemother
9 decks
-
9
The First Sliver
9 decks
-
10
Indoraptor, the Perfect Hybrid
8 decks
Ashling, the Limitless and Auntie Ool, Cursewretch dominate the top-commanders list, consistent with Savage Lands being a default inclusion in BGr and five-color builds. The spread across many commanders reflects how broadly the BGr color combination is played.