Sunlit Marsh
8% of tracked Commander decks in Playgroup Live's White-Black color space run Sunlit Marsh. When drawn, 77% of copies reach the battlefield, with a median first-cast turn of 3.0.
Sunlit Marsh is a common dual land that taps for either White or Black mana, entering the battlefield tapped. It appears in 287 of the 3790 distinct Commander decks tracked on Playgroup Live, a 8% inclusion rate that reflects its role as a budget-friendly fixing option for Orzhov and allied color identities.
The draw-to-play rate sits at 77%: when a copy reaches a player's hand, the vast majority resolve onto the battlefield before the game ends. Median first cast lands on turn 3.0, consistent with a land played early to smooth out color fixing. 267 distinct players have brought the card to a tracked game, and no single player accounts for more than 93% of total stickiness, meaning the data is well spread across the player base.
As a Plains-Swamp dual, Sunlit Marsh is fetchable by basic-land search effects and slots cleanly into any Black-White or three-color Commander deck that touches those colors. It competes with pricier options like Godless Shrine and Isolated Chapel, but its zero-dollar price tag keeps it in consistent rotation among casual and budget builds alike.
- 8% of tracked Commander decks in the dataset include Sunlit Marsh
- 28% draw rate across tracked games, typical for a singleton land
- 77% of drawn copies reach the battlefield before the game ends
- T3.0 median turn of first cast, reflecting early color-fixing use
- 93% battlefield stickiness once played
- 267 distinct players have brought Sunlit Marsh to a tracked game
First-cast turn
n=116The "good card" funnel
539 brought · 267 playersOf 539 copies brought to games, 151 were drawn, 116 of those were cast onto the battlefield, and the overwhelming majority stayed there through the end of the game.
Players who cast this card win 23% of the time (n=106) , vs 21% when it never left the library (n=324).
When players drew this card but left it in hand, they won 20% (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 +2.1pp; 95% confidence interval -6.2pp to +10.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
167 instancesMost observed Sunlit Marsh copies end the game on the battlefield, which makes sense for a land played early and rarely interacted with. The library bucket is small because lands generate move events as soon as they're played.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
96 decks
-
2
Killian, Decisive Mentor
67 decks
-
3
Terra, Herald of Hope
42 decks
-
4
Eriette of the Charmed Apple
5 decks
-
5
Teysa Karlov
4 decks
-
6
Killian, Ink Duelist
3 decks
-
7
Oloro, Ageless Ascetic
3 decks
-
8
Zoraline, Cosmos Caller
3 decks
-
9
Ardbert, Warrior of Darkness
2 decks
-
10
Elas il-Kor, Sadistic Pilgrim
2 decks
Y'shtola, Night's Blessed leads by deck count, but the commander list spans White-Black, Esper, and Mardu color identities, showing Sunlit Marsh sees play across the full range of decks that touch White and Black.