Card Preview
Silundi Vision // Silundi Isle
Instant // Land
·
Zendikar Rising (ZNR)
1%
Decklist Inclusion
Times Brought
256
Decks Running
119
In Decks
860
Decklist Inclusion
1%
Format
Card text
Silundi Vision
Instant
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Silundi Isle
Land
This land enters tapped.
: Add
.
Zendikar Rising (ZNR)
·
Uncommon
·
Illustrated by Randy Vargas
Final zone distribution
87 instances2.3%
Library
28.7%
Battlefield
42.5%
Graveyard
11.5%
Exile
Commanders that played this card
in tracked games-
1
Fire Lord Azula
8 decks
-
2
Y'shtola, Night's Blessed
8 decks
-
3
Ovika, Enigma Goliath
6 decks
-
4
Aragorn, the Uniter
5 decks
-
5
Alela, Cunning Conqueror
4 decks
-
6
Lord of the Nazgûl
4 decks
-
7
Magnus the Red
4 decks
-
8
Zethi, Arcane Blademaster
4 decks
-
9
Eluge, the Shoreless Sea
3 decks
-
10
Ghyrson Starn, Kelermorph
3 decks
The "good card" funnel
256 brought · 112 playersBrought to game
256
Ever drawn
80
Reached battlefield
54
Still on board at game end
25
Once cast, 46% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ +0.8pp
Players who cast this card win 38% of the time (n=52) , vs 24% when it never left the library (n=158).
When players drew this card but left it in hand, they won 41% (n=26) — 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 +14.2pp; 95% confidence interval +0.8pp to +27.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=54
13%
T1
4%
T2
7%
T3
17%
T4
11%
T5
44%
T6-9
4%
T10+
Median
5.0
P25
4
· P75
7
· max
10
On curve
24%
(4 / 54 cast on T3)
Cast same turn as drawn
46%
54 of 100 times cast
54%
Full analysis unlocks as more games are tracked. Stats refresh nightly.
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 650,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.