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Sungrass Prairie card art
Live Play Data

Sungrass Prairie

Land · Marvel Super Heroes Commander (MSC)
19%
Live Inclusion
Times Brought
1970
Decks Running
945
Median Cast Turn
4
Drawn → Played
77%
Format

19% of tracked Commander decks run Sungrass Prairie. When drawn, 77% of copies reach the battlefield, with a median first-cast turn of 4.

Sungrass Prairie sits in 19% of the 4966 distinct Commander decks tracked on Playgroup Live, making it a meaningful staple across the Selesnya color pair and any three-color identity that includes green and white. That 945 deck count spans a wide range of commanders, from focused Selesnya builds to four-color goodstuff shells that simply need reliable two-color fixing.

The draw-to-play rate of 77% signals that players rarely let a drawn copy sit idle. Of 447 instances that entered a hand, 343 were played before the game ended. Median first cast lands on turn 4, consistent with a land players drop the moment they hit the mana to activate it rather than holding it strategically.

Data comes from 1833 multiplayer Commander games tracked on Playgroup Live across 781 unique players, with no single contributor accounting for more than 2% of all instances. That spread adds confidence to the directional picture here, even at this sample size.

At a glance
  • 19% of tracked Commander decks include Sungrass Prairie
  • 77% of drawn copies are played before the game ends
  • T4 median first-cast turn
  • 93% battlefield stickiness once played
  • 781 unique players have brought this card to a tracked game
  • 23% draw rate per game, typical for a singleton in a 100-card deck

First-cast turn

n=343
12%
T1
16%
T2
15%
T3
13%
T4
10%
T5
29%
T6-9
5%
T10+
Median 4 P25 2 · P75 6 · max 15
Cast same turn as drawn 48%

The "good card" funnel

1970 brought · 781 players
Brought to game
1970
Ever drawn
447
Reached battlefield
343
Still on board at game end
318
77%

Of 1970 Sungrass Prairies brought to tracked games, 447 were drawn, 343 of those were played, and the large majority remained on the battlefield through the end of the game at a stickiness rate of 93%.

≥ +2.1pp

Players who cast this card win 27% of the time (n=309) , vs 20% when it never left the library (n=1273).

When players drew this card but left it in hand, they won 24% (n=95) — 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 +7.1pp; 95% confidence interval +2.1pp to +12.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

496 instances
2.4%
Library
64.1%
Battlefield
14.1%
Graveyard
3.2%
Exile

Most Sungrass Prairie copies that never left the library simply were not drawn, a structural feature of a 100-card singleton deck rather than a signal that the card underperforms when it does show up.

Commanders that played this card

in tracked games

The top-commander list spans Selesnya, Bant, Naya, Abzan, and four-color identities, confirming that Sungrass Prairie functions as broad GW color-fixing rather than a card tied to any single commander strategy.

Card text
Sungrass Prairie card

Sungrass Prairie

Land
{1}, {T}: Add {G}{W}.
Marvel Super Heroes Commander (MSC) · Rare · Illustrated by Pablo Mendoza

Frequently Asked

How often is Sungrass Prairie drawn in a Commander game?
In 1833 tracked multiplayer games where Sungrass Prairie was in the deck, it was drawn 23% of the time. That figure reflects the structural reality of a singleton land in a 100-card deck. Of the 447 instances that reached a player's hand, 77% were played before the game concluded.
What turn does Sungrass Prairie usually get played?
The median first-cast turn is 4, with a mean of around 4.58. The distribution is broad: a cluster of plays on turns 1 and 2 (likely opening-hand keeps), tapering out through the mid-game. The {1} activation cost means players occasionally hold it a turn rather than tapping on curve, which contributes to the spread across the early turns.
Is Sungrass Prairie legal in Commander?
Yes, Sungrass Prairie is legal in Commander (as well as Legacy, Vintage, Duel Commander, and several other formats). It is not legal in Modern, Pioneer, Standard, or Pauper. Its Commander legality makes it a consistent mana-fixing option for any deck whose color identity includes both green and white.
Which commanders most commonly run Sungrass Prairie?
Among decks tracked on Playgroup Live, Cloud, Ex-SOLDIER and Ms. Bumbleflower lead the list, each appearing in the top two spots. The spread is broad: the top-10 commanders span Selesnya (G/W), Bant (G/U/W), Naya (G/R/W), and four-color identities. That breadth confirms Sungrass Prairie functions as general GW fixing rather than a build-around for any single strategy.
Does casting Sungrass Prairie improve your chances of winning?
The data shows a +7.1 percentage-point lift in win rate for decks that cast it versus decks where it stayed in the library. The cast win rate is 27% across 309 observations, compared to 20% for the library bucket. The sample-adjusted lower bound on this lift is positive, which is an early positive signal, but 309 observations is still a modest count. Treat this as directional rather than definitive.
How concentrated is Sungrass Prairie's data across players?
The data is well-spread. 781 unique players have contributed instances of Sungrass Prairie to the tracked dataset, and the single heaviest contributor accounts for just 2% of all instances. That low concentration means the statistics reflect broad real-world play rather than a single player inflating the numbers.