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Thriving Grove card art
Live Play Data

Thriving Grove

Land · Marvel Super Heroes Commander (MSC)
5%
Live Inclusion
Times Brought
734
Decks Running
361
Median Cast Turn
4
Drawn → Played
76%
Format

76% of drawn Thriving Grove copies reach the battlefield across 702 tracked games, with a median first-cast turn of 4 and 92% stickiness once it lands.

Thriving Grove shows up in 361 of the 7200 distinct Commander decks tracked on Playgroup Live, an inclusion rate of 5%. That reflects its niche: a budget-friendly, enters-tapped dual that earns a slot in multicolor green decks that need flexible fixing without a high price tag.

When players do draw it, 76% of copies are played before the game ends. The card tends to land early: the mode is turn 1, and the median sits at turn 4, consistent with players prioritizing mana fixing in the opening turns. 92% of cast copies are still on the battlefield at game's end, which is expected for a basic land analogue with no enters-the-battlefield downside beyond the tap.

Across 313 unique players contributing data, no single player accounts for more than a small share of observations, which makes the signal reasonably well-distributed for a card at this inclusion rate. Thriving Grove is not a format-warping staple; it is a workhorse fixer most at home in five-color and three-color piles that want cheap, common-rarity mana.

At a glance
  • 5% of tracked Commander decks include Thriving Grove
  • 76% of drawn copies reach the battlefield before the game ends
  • T4 median first-cast turn, with turn 1 as the most common single turn
  • 92% battlefield stickiness once cast
  • 313 unique players have brought this card to a tracked game
  • 25% win rate in participations where Thriving Grove resolved

First-cast turn

n=133
26%
T1
10%
T2
9%
T3
11%
T4
11%
T5
25%
T6-9
9%
T10+
Median 4 P25 1 · P75 7 · max 19
Cast same turn as drawn 62%

The "good card" funnel

737 brought · 313 players
Brought to game
737
Ever drawn
175
Reached battlefield
133
Still on board at game end
123
76%

Of 737 Thriving Groves brought to tracked games, 175 were drawn, 133 of those were played, and the large majority remained on the battlefield at game's end.

≥ -2.4pp

Players who cast this card win 25% of the time (n=125) , vs 20% when it never left the library (n=468).

When players drew this card but left it in hand, they won 34% (n=37) — 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 +5.1pp; 95% confidence interval -2.4pp to +12.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

198 instances
2.5%
Library
62.1%
Battlefield
14.1%
Graveyard
7.1%
Exile

Most Thriving Groves finish the game on the battlefield, a structural result of lands being hard to remove rather than a sign of unusual durability.

Commanders that played this card

in tracked games

The commander list skews heavily toward three-color-or-wider piles, which tracks with Thriving Grove's design as a flexible two-color fixer that adapts to whatever non-green color your deck needs most.

Frequently Asked

How often is Thriving Grove drawn in a Commander game?
In 702 tracked multiplayer games where Thriving Grove was in a deck, it was drawn 24% of the time. That is typical for a singleton land in a 100-card deck. Of the 175 instances that reached a hand, 76% were played before the game ended. The remainder is largely a game-length effect: copies drawn late in a game may never resolve before someone wins.
What turn does Thriving Grove usually enter the battlefield?
The median first-cast turn is 4, but the distribution is notably front-loaded. Turn 1 is the single most common cast turn, reflecting players who keep opening hands with the land and drop it immediately for early fixing. The interquartile range runs from turn 1 to turn 8, meaning there is a long tail of late-game plays as well.
Does playing Thriving Grove correlate with winning?
In participations where Thriving Grove resolved, the win rate is 25% (sample: 125 participations). In participations where it stayed in the library, the win rate is 20% (sample: 468 participations). The gap is a directional positive signal, but the confidence interval on this dataset includes zero, so treat it as early signal rather than a proven edge. Mana fixing helps, but Thriving Grove enters tapped, which tempers any advantage on the turn it lands.
Is Thriving Grove legal in Commander?
Yes. Thriving Grove is legal in Commander, Duel Commander, Pauper Commander, Brawl, Legacy, Vintage, and several other formats. It is not legal in Modern, Pioneer, Standard, or Pauper Commander with format-specific restrictions. Its common rarity makes it a go-to budget option where more powerful dual lands are cost-prohibitive.
Which commanders most often run Thriving Grove?
In the Playgroup Live dataset, Thriving Grove appears most frequently under Ms. Bumbleflower, Pantlaza Sun-Favored, and Ashling the Limitless, all multicolor commanders whose identities span three or more colors. The pattern is consistent: the card earns its slot in wide color-identity decks that need inexpensive, flexible green-plus-one fixing rather than specialized ramp.
How concentrated is the Thriving Grove data across players?
313 distinct players have contributed Thriving Grove games to the dataset, and the single heaviest contributor accounts for just 3% of all tracked instances. That is well below the 15% threshold where concentration becomes a concern, so the numbers here reflect a genuinely broad player pool rather than one or two outliers skewing the results.