collections_bookmark Part of Commander Legends: Battle for Baldur's Gate
Spire Garden card art
Live Play Data

Spire Garden

Land · Teenage Mutant Ninja Turtles Eternal (TMC)
23%
Live Inclusion
Times Brought
559
Decks Running
297
Median Cast Turn
3.0
Drawn → Played
77%
Format

Spire Garden enters untapped in the vast majority of Commander games it sees play, and 77% of drawn copies are played before the game ends, with a median first-play turn of 3.0.

Spire Garden sits in 23% of tracked Commander decks on Playgroup Live, appearing in 297 of the 1302 distinct decks that have participated in a tracked game. For a Battlebond land that only enters untapped with two or more opponents, that is a clear signal it earns its slot in multiplayer pods.

The behavioral story is consistent: 77% of drawn copies reach the battlefield before the game ends, and the median first-play turn is 3.0. Players treat it as an early-game priority, not a late filler. The mode of the first-cast distribution is turn 1, reflecting how often it shows up in opening hands and gets slammed immediately as free red or green mana.

Spire Garden is part of the Battlebond "pain-free dual" cycle, designed explicitly for multiplayer Commander. Its two-or-more-opponents clause is almost never a liability in a four-player pod, which explains why it functions effectively as an untapped dual in this format. It is legal in Commander, Legacy, Vintage, and Duel Commander, but not in Modern, Pioneer, or Standard.

At a glance
  • 23% of tracked Commander decks include Spire Garden
  • 77% of drawn copies are played before the game ends
  • T3.0 median first-play turn, with turn 1 as the most common
  • 93% battlefield stickiness once played
  • 247 distinct players have brought it to a tracked game, a well-spread dataset

First-cast turn

n=112
24%
T1
15%
T2
13%
T3
13%
T4
8%
T5
23%
T6-9
4%
T10+
Median 3.0 P25 2 · P75 6 · max 13
Cast same turn as drawn 64%

The "good card" funnel

561 brought · 247 players
Brought to game
561
Ever drawn
145
Reached battlefield
112
Still on board at game end
104
77%

Of 561 Spire Gardens brought to games, 145 were drawn, 112 of those were played, and the vast majority remained on the battlefield through end of game.

≥ -1.9pp

Players who cast this card win 32% of the time (n=111) , vs 25% when it never left the library (n=388).

When players drew this card but left it in hand, they won 38% (n=32) — 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 -1.9pp to +15.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

158 instances
5.1%
Library
65.8%
Battlefield
10.8%
Graveyard
3.8%
Exile

The overwhelming majority of Spire Garden instances that reach tracked games end on the battlefield or in hand, with very few remaining in the library. That contrasts sharply with most singleton cards and reflects how early and consistently players find and deploy it.

Commanders that played this card

in tracked games

The commander list spans Gruul, Naya, Jund, and five-color identities, confirming that Spire Garden is a format-wide inclusion rather than a card tied to any single archetype or strategy.

Frequently Asked

How often is Spire Garden drawn in a Commander game?
Across 515 tracked games where Spire Garden was in the deck, it was drawn 26% of the time. That is in the normal range for a singleton in a 100-card deck. Of 145 instances that reached a player's hand, 77% were played before the game concluded.
What turn does Spire Garden usually enter the battlefield?
The median first-play turn is 3.0, but the distribution skews early. Turn 1 is the single most common cast turn, driven by players who keep opening hands containing Spire Garden and lead with it immediately. The interquartile range runs from turn 2 to turn 6, so most plays land in the first few turns of the game.
Does Spire Garden actually enter untapped in Commander?
In practice, yes. Its clause requires two or more opponents, which is the default state in a four-player pod. The data reflects this: the card is treated as a functional untapped dual the vast majority of the time in multiplayer games. In Duel Commander (one opponent), the clause is never satisfied, so it always enters tapped. Our Duel stats track that format separately.
Is Spire Garden legal in Commander?
Yes. Spire Garden is legal in Commander, Legacy, Vintage, Duel Commander, Gladiator, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, Pauper, or Brawl. Its home is clearly multiplayer formats, where the two-or-more-opponents clause is almost always active.
Which commanders most often run Spire Garden?
On Playgroup Live, Leonardo, the Balance leads the list at 297 total tracked decks including the card. The commander spread is broad: the top commanders span Gruul, Naya, Jund, and five-color identities, which makes sense given Spire Garden only fits decks containing both red and green. No single commander dominates the sample.
How concentrated is the Spire Garden data across players?
The data is well-spread. 247 distinct players have brought Spire Garden to a tracked game, and the single heaviest contributor accounts for just 6% of all instances. That kind of distribution strengthens the reliability of the behavioral patterns we observe, though the dataset is still directional rather than statistically conclusive given the overall sample size.