Shifting Woodland
Shifting Woodland sits in 6% of tracked Commander decks on Playgroup Live. When drawn, 77% of copies reach the battlefield, with a median first activation on turn 4.
Shifting Woodland earns its slot in green Commander decks as a land that doubles as a graveyard engine. 6% of tracked decks on Playgroup Live include it, spread across 464 distinct lists in a dataset of 7796 decks.
The draw-to-play figure is 77%, meaning most copies that reach a player's hand eventually hit the battlefield. That high conversion is unsurprising for a land: mana sources are nearly always playable on curve, and the Delirium ability adds a late-game use case that keeps the card relevant deep into the game. Median first play lands on turn 4, which tracks with the early-land pattern, though a wide distribution from turn 1 to turn 13 shows the card is played across very different deck speeds.
Commander lists running this card skew toward graveyard-synergy commanders. Teval, the Balanced Scale and Flubs, the Fool lead the top-commander list, both rewarding diverse card types in the yard. That aligns directly with the Delirium condition, which requires four or more card types among graveyard cards to activate the copy ability.
- 6% of tracked Commander decks include Shifting Woodland
- 77% of drawn copies reach the battlefield
- T4 median first-play turn
- 88% battlefield stickiness once it resolves
- 377 distinct players have brought this card to a tracked game, indicating broad adoption
- 35% win rate in games where Shifting Woodland reached the battlefield
First-cast turn
n=201The "good card" funnel
920 brought · 377 playersOf 920 copies brought to games, 262 were drawn, 201 of those were cast, and the majority stayed on the battlefield through end of game.
Players who cast this card win 35% of the time (n=190) , vs 28% when it never left the library (n=547).
When players drew this card but left it in hand, they won 38% (n=59) — 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 +7.0pp; 95% confidence interval -0.2pp to +14.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
297 instancesMost tracked copies finish on the battlefield or graveyard rather than stuck in the library, reflecting how actively this land gets played and how often the Delirium ability puts it to work.
Commanders that played this card
in tracked games-
1
Teval, the Balanced Scale
24 decks
-
2
Flubs, the Fool
17 decks
-
3
The Necrobloom
15 decks
-
4
The Wise Mothman
15 decks
-
5
Hearthhull, the Worldseed
14 decks
-
6
Lumra, Bellow of the Woods
11 decks
-
7
Etali, Primal Conqueror // Etali, Primal Sickness
9 decks
-
8
Toph, the First Metalbender
8 decks
-
9
Glarb, Calamity's Augur
7 decks
-
10
Fynn, the Fangbearer
6 decks
The commander list is well-spread across graveyard-synergy strategies in green, with Teval, the Balanced Scale and Flubs, the Fool leading, and no single commander dominating the data.