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Sungrass Prairie card art
Live Play Data

Sungrass Prairie

Land · Marvel Super Heroes Commander (MSC)
19%
Live Inclusion
Times Brought
640
Decks Running
341
Median Cast Turn
4
Drawn → Played
75%
Format

19% of tracked Commander decks in green-white include Sungrass Prairie, and 75% of drawn copies reach the battlefield, with a median first-cast turn of 4.

Sungrass Prairie shows up in 19% of tracked Commander decks on Playgroup Live, appearing in 341 of the 1761 distinct decks that have played a live game. For a tap-land that asks for an extra mana, that uptake is a clear signal that green-white players treat reliable two-color fixing as a priority.

When Sungrass Prairie reaches a player's hand, it goes to the battlefield 75% of the time. The median first cast lands on turn 4, though the distribution is wide: early-hand copies go down in turns 1-2, while late-drawn copies stretch well into the midgame. Battlefield stickiness sits at 92%, which is expected for a land with no built-in sacrifice clause.

The commander spread is notably broad. 299 distinct players have brought the card to a tracked game, and no single player accounts for more than 3% of all instances. That spread strengthens confidence in the patterns we see, though the dataset is still growing and directional rather than conclusive.

At a glance
  • 19% of tracked Commander decks include Sungrass Prairie
  • 75% of drawn copies reach the battlefield before the game ends
  • T4 median first-cast turn
  • 92% battlefield stickiness once played
  • 299 distinct players have brought this card to a tracked game
  • 23% draw rate, consistent with a singleton in a 100-card deck

First-cast turn

n=111
15%
T1
14%
T2
14%
T3
12%
T4
9%
T5
32%
T6-9
4%
T10+
Median 4 P25 2 · P75 6 · max 12
Cast same turn as drawn 50%

The "good card" funnel

640 brought · 299 players
Brought to game
640
Ever drawn
148
Reached battlefield
111
Still on board at game end
102
75%

Of 640 copies brought to games, 148 were drawn, 111 of those were cast, and 92% stayed on the battlefield through end of game.

≥ -7.4pp

Players who cast this card win 23% of the time (n=107) , vs 23% when it never left the library (n=438).

When players drew this card but left it in hand, they won 27% (n=35) — 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 +0.6pp; 95% confidence interval -7.4pp to +8.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

166 instances
2.4%
Library
61.4%
Battlefield
15.1%
Graveyard
3.0%
Exile

Most Sungrass Prairie copies never leave the library, a structural feature of 100-card singleton rather than a knock on the card's utility.

Commanders that played this card

in tracked games

The commander list is spread across green-white, Bant, and Naya shells, with Ms. Bumbleflower, Tidus, and Cloud leading by raw deck count, confirming the land is not tied to any single archetype.

Frequently Asked

How often is Sungrass Prairie drawn in a Commander game?
Across 598 tracked games where Sungrass Prairie was in the deck, it was drawn 23% of the time. That is consistent with what you would expect from a single copy in a 100-card deck. Of 148 instances that reached a player's hand, 75% were cast or played before the game ended. The remainder is largely a game-length effect: copies drawn very late rarely see play before the table reaches a conclusion.
What turn does Sungrass Prairie typically hit the battlefield?
The median first-cast turn is 4, with a mean around 4.5. The distribution is fairly spread: a cluster of copies come down in turns 1-3 (drawn in opening hands or early draws), and another cluster lands in turns 5-6. The mode in multiplayer is turn 3, suggesting a common pattern of keeping a hand with Prairie and playing it as one of your early land drops after a basic.
Does casting Sungrass Prairie correlate with winning?
In 107 tracked participations where Sungrass Prairie was cast, the win rate is 23%, compared to 23% when the card stayed in the library. The delta is small and the confidence interval crosses zero, so treat this as directional rather than conclusive. The more useful read is that decks choosing to include Prairie are competitive, not that the land itself creates a win-rate edge.
Is Sungrass Prairie legal in Commander?
Yes. Sungrass Prairie is legal in Commander, Legacy, Vintage, Duel Commander, Premodern, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, Pauper, Alchemy, or Brawl. In Commander it has no restrictions and can be included in any deck whose color identity includes green and white.
Why do green-white Commander players include a tap-land that costs extra mana?
Sungrass Prairie taps for both {G} and {W} at the cost of {1} and a tap, making it one of the few budget-accessible dual lands that hits both colors without entering tapped unconditionally. In a format where consistent mana over turns 1-5 matters more than pure speed, the one-mana activation cost is an acceptable trade-off for reliable fixing. The 19% inclusion rate we observe on Playgroup Live reflects that calculation across hundreds of distinct decks.
How concentrated is this card among players in the dataset?
The data is well spread. 299 unique players have brought Sungrass Prairie to at least one tracked game, and the single heaviest contributor accounts for only 3% of all instances. That means the inclusion and play patterns we observe are not driven by a handful of repeat players, which is a meaningful strength for a dataset of this size.