Scalding Tarn
Scalding Tarn appears in 10% of tracked Commander decks on Playgroup Live. When drawn, 67% of copies are activated before the game ends, with a median first-activation turn of 4.
Scalding Tarn is one of the most widely-played fetchlands in Commander, showing up in 1679 of the 17176 distinct decks that have appeared in a tracked game on Playgroup Live. That 10% inclusion rate reflects a card that slots into any blue or red deck and every five-color strategy that needs reliable mana fixing.
When Scalding Tarn reaches a player's hand, 67% of those copies are activated before the game ends. Because the land sacrifices itself on activation, it never accumulates on the battlefield. Nearly all activations end in the graveyard, which is expected and by design. The median activation lands on turn 4, with the single most common turn being turn 1, reflecting how frequently it appears in opening hands and gets cracked immediately for a shock land.
Concentration is not a concern here. 970 distinct players have brought Scalding Tarn to a tracked game, and the single heaviest contributor accounts for just 2% of all instances. The data is well-spread, which lends weight to the directional signals in the win-rate numbers.
- 10% of tracked Commander decks include Scalding Tarn
- 26% draw rate per game, consistent with a singleton in a 100-card deck
- 67% of drawn copies are activated before the game ends
- T4 median first-activation turn
- 60% of drawn copies are activated the same turn they're drawn
- 970 distinct players have brought this card to a tracked game
First-cast turn
n=585The "good card" funnel
3319 brought · 970 playersOf 3319 Scalding Tarns brought to games, 870 were drawn and 585 of those were activated, with nearly all landing in the graveyard as expected for a sacrifice-to-activate land.
Players who cast this card win 34% of the time (n=519) , vs 27% when it never left the library (n=2006).
When players drew this card but left it in hand, they won 35% (n=256) — 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 +6.9pp; 95% confidence interval +2.8pp to +11.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
985 instancesMost Scalding Tarns end up in the graveyard after activation, a structural feature of all fetchlands. The fraction that remain in the library simply were never drawn.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
60 decks
-
2
Sauron, the Dark Lord
36 decks
-
3
Vivi Ornitier
26 decks
-
4
Flubs, the Fool
23 decks
-
5
Fire Lord Azula
22 decks
-
6
Esika, God of the Tree // The Prismatic Bridge
21 decks
-
7
Ghyrson Starn, Kelermorph
17 decks
-
8
Kefka, Court Mage // Kefka, Ruler of Ruin
17 decks
-
9
Nekusar, the Mindrazer
17 decks
-
10
Tony Stark // The Invincible Iron Man
17 decks
The commander list skews toward blue-red and five-color strategies, consistent with Scalding Tarn's ability to fetch Islands and Mountains across any shell that needs those colors.