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Simic Growth Chamber card art
Live Play Data

Simic Growth Chamber

Land · Duskmourn: House of Horror Commander (DSC)
14%
Live Inclusion
Times Brought
780
Decks Running
428
Median Cast Turn
5.0
Drawn → Played
71%
Format

Simic Growth Chamber appears in 14% of tracked Commander decks on Playgroup Live, with 71% of drawn copies reaching the battlefield and a median first-cast turn of 5.0.

Simic Growth Chamber is a fixture in green-blue Commander pods. Across 748 tracked multiplayer games on Playgroup Live, it sits in 14% of active decks, with 428 of 3162 tracked decks bringing it to the table.

The draw-to-play rate tells the core story: 71% of copies that reach a player's hand are played before the game ends. Median first cast lands on turn 5.0, consistent with the bounce-a-land drawback nudging players to wait for a stable mana base rather than slamming it on turn one. The card finishes on the battlefield 87% of the time once it resolves, which is strong for a land that enters tapped and costs a land drop to deploy.

The commander distribution is notably concentrated in land-synergy archetypes. Aesi and Hakbal each lead the deck count, a clear early signal that the Chamber's bounce trigger pairs well with commanders that reward playing lands from hand. The data is spread across 368 distinct players, and no single contributor accounts for more than 5% of tracked instances, lending reasonable confidence to the directional trends here.

At a glance
  • 14% of tracked Commander decks include Simic Growth Chamber
  • 71% of drawn copies are played before the game ends
  • T5.0 median first-cast turn
  • 87% battlefield stickiness once the land resolves
  • 368 distinct players have brought this card to a tracked game
  • 33% win rate in games where Simic Growth Chamber was played (normalized, n=152)

First-cast turn

n=156
10%
T1
13%
T2
14%
T3
9%
T4
11%
T5
38%
T6-9
4%
T10+
Median 5.0 P25 3 · P75 7 · max 10
Cast same turn as drawn 51%

The "good card" funnel

783 brought · 368 players
Brought to game
783
Ever drawn
221
Reached battlefield
156
Still on board at game end
135
71%

Of 783 copies brought to games, 221 were drawn, 156 of those were played, and the large majority stayed on the battlefield through end of game.

≥ +0.1pp

Players who cast this card win 33% of the time (n=152) , vs 25% when it never left the library (n=485).

When players drew this card but left it in hand, they won 28% (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 +7.8pp; 95% confidence interval +0.1pp to +15.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

247 instances
3.2%
Library
54.7%
Battlefield
22.3%
Graveyard
1.6%
Exile

Most Simic Growth Chambers end games on the battlefield, a structural strength for a land, though the majority of brought copies never leave the library simply because singleton 100-card decks rarely surface any individual card.

Commanders that played this card

in tracked games

Aesi and Hakbal dominate the top slots with 18 decks each, a clear pattern: commanders that reward land plays are the primary home for a land that bounces itself back into the loop.

Frequently Asked

How often is Simic Growth Chamber drawn in a Commander game?
In 748 tracked multiplayer games where the card was in the deck, it was drawn 28% of the time. That rate is typical for a singleton in a 100-card deck. Of 221 copies that reached a player's hand, 71% were played before the game concluded.
What turn does Simic Growth Chamber usually get played?
Median first cast is turn 5.0, with the interquartile range spanning turns 2 through 7. The mode in the distribution sits at turn 3, suggesting most players wait until they have a basic land to bounce back safely rather than playing it on turn one into an empty board. A meaningful cluster does hit turn 1, likely when it appears in opening hands alongside other early lands.
Does casting Simic Growth Chamber correlate with winning?
Games where the card reached the battlefield show a win rate of 33% (n=152), compared to 25% when it stayed in the library (n=485). The gap is a directional positive signal, but the sample is not large enough to treat it as conclusive. Read it as consistent with the card pulling its weight rather than as a proven win condition.
Which commanders most often play Simic Growth Chamber?
Aesi, Tyrant of Gyre Strait and Hakbal of the Surging Soul each top the list with 18 decks apiece in Playgroup Live's tracked dataset. Both commanders reward playing lands, which pairs naturally with the Chamber's bounce trigger. The list extends well beyond pure Simic into Temur, Bant, and five-color builds that include green and blue.
Is Simic Growth Chamber legal in Commander?
Yes. Simic Growth Chamber is legal in Commander, Duel Commander, Pauper Commander, Legacy, Modern, Vintage, and Oathbreaker. It is not legal in Standard, Pioneer, Historic, Brawl, or Alchemy. Its color identity is green and blue, restricting it to decks whose commanders share those colors.
How concentrated is the Simic Growth Chamber data across players?
The multiplayer dataset covers 368 distinct players who have brought this card to a tracked game. The single heaviest contributor accounts for 5% of all tracked instances, well below the 30% threshold that would signal data skew. That spread lends reasonable confidence to the directional trends visible in the stats, even given Playgroup Live's current sample size.