Strip Mine
73% of drawn Strip Mines are activated before the game ends, with a median first-cast turn of 5 across 697 tracked multiplayer Commander games on Playgroup Live.
Strip Mine sits in 2% of tracked Commander decks on Playgroup Live, a modest share that reflects its niche role rather than any lack of power. The card is zero mana to play and costs nothing to include in any color identity, yet players reserve it for specific strategies rather than running it as a blanket staple.
When Strip Mine does reach a hand, 73% of copies are activated before the game concludes. Median activation lands on turn 5, which is later than you might expect for a free land. That delay is consistent with the card being held for the right target rather than fired the moment it appears. The hand-to-cast data reinforces this: the median wait in hand before activation is 1 turn, and only 43% of copies are used the same turn they are drawn.
Strip Mine is legal in Commander and Oathbreaker but banned in Legacy, Duel Commander, Premodern, and Historic, and restricted to a single copy in Vintage. Its Commander legality keeps it in circulation for land-destruction builds, Stax shells, and "silver bullet" slots targeting problematic utility lands.
- 2% of tracked Commander decks include Strip Mine
- 73% of drawn copies are activated before the game ends
- T5 median turn of first activation
- 43% of copies activated the same turn they are drawn
- 60% of activated Strip Mines remain on the battlefield at game end (sacrificed copies go to graveyard)
- 322 distinct players have brought Strip Mine to a tracked game
First-cast turn
n=169The "good card" funnel
770 brought · 322 playersOf 770 Strip Mines brought to tracked games, 230 were drawn and 169 were activated, with the remainder never leaving the library or hand before the game concluded.
Players who cast this card win 29% of the time (n=158) , vs 24% when it never left the library (n=444).
When players drew this card but left it in hand, they won 39% (n=51) — 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 +5.8pp; 95% confidence interval -1.7pp to +13.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
254 instancesStrip Mine is a sacrifice-to-activate land, so the majority of activated copies end up in the graveyard rather than staying on the battlefield. The large library bucket represents the many copies that were never drawn or interacted with, a structural reality of 100-card singleton decks.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
19 decks
- 2 Zhulodok, Void Gorger 15 decks
- 3 Molecule Man 13 decks
-
4
Lumra, Bellow of the Woods
12 decks
-
5
Giada, Font of Hope
10 decks
-
6
Toph, the First Metalbender
8 decks
-
7
Teval, the Balanced Scale
7 decks
-
8
Grand Arbiter Augustin IV
6 decks
-
9
Krenko, Mob Boss
6 decks
-
10
Oloro, Ageless Ascetic
6 decks
The top-commander list is spread across a wide range of color identities and strategies, from Jund land-matters builds like Hearthhull to colorless shells like Zhulodok. No single archetype dominates, suggesting Strip Mine is slotted as a utility piece across many playstyles rather than being the centerpiece of one strategy.