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Thriving Isle card art
Live Play Data

Thriving Isle

Land · Marvel Super Heroes Commander (MSC)
5%
Live Inclusion
Times Brought
786
Decks Running
398
Median Cast Turn
4
Drawn → Played
68%
Format

5% of tracked Commander decks run Thriving Isle, and 68% of drawn copies reach the battlefield, with a median first-cast turn of 4.

Thriving Isle earns its slot as a flexible dual land for blue-inclusive Commander decks. Across 733 tracked multiplayer games, it sits in 398 of the 7624 distinct decks that have seen live play, landing at 5% inclusion among the decks in our dataset.

The functional case for Thriving Isle is simple: it enters tapped but fixes two colors, fitting blue alongside whichever off-color the deck needs most. That utility shows up in the numbers. Of 205 drawn copies, 68% were played before the game ended. Median first cast lands on turn 4, consistent with the pattern of early land drops. The mode of the cast-turn distribution is turn 1, driven by players who keep it in their opening hand and drop it immediately.

The commander spread tells the real story about who wants this card. Five-color commanders dominate the top-of-list, with two-color and three-color commanders also well represented. Any deck running blue plus at least one other color is a candidate. As a common, Thriving Isle is also legal in Pauper Commander, broadening its reach beyond standard Commander tables.

At a glance
  • 5% of tracked Commander decks include Thriving Isle
  • 26% draw rate across tracked games
  • 68% of drawn copies were played before the game ended
  • T4 median turn Thriving Isle first hits the battlefield
  • 91% battlefield stickiness once played
  • 346 distinct players have brought Thriving Isle to a tracked game

First-cast turn

n=139
27%
T1
7%
T2
10%
T3
7%
T4
11%
T5
28%
T6-9
9%
T10+
Median 4 P25 1 · P75 7 · max 15
Cast same turn as drawn 61%

The "good card" funnel

789 brought · 346 players
Brought to game
789
Ever drawn
205
Reached battlefield
139
Still on board at game end
127
68%

Of 789 Thriving Isles brought to games, 205 were drawn, 139 of those were played, and the overwhelming majority remained on the battlefield through end of game.

≥ -4.2pp

Players who cast this card win 23% of the time (n=131) , vs 20% when it never left the library (n=484).

When players drew this card but left it in hand, they won 25% (n=57) — 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 +3.3pp; 95% confidence interval -4.2pp to +10.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

225 instances
3.6%
Library
56.4%
Battlefield
16.4%
Graveyard
2.7%
Exile

The vast majority of Thriving Isles never leave the library in a given game, which is normal for a singleton land in a 100-card deck and not a reflection of the card's value.

Commanders that played this card

in tracked games

Five-color commanders lead the list, but blue-plus-one and blue-plus-two commanders fill out the spread, reflecting Thriving Isle's core role as flexible two-color fixing for any deck that includes blue.

Frequently Asked

How often is Thriving Isle drawn in a Commander game?
Across 733 tracked multiplayer games, Thriving Isle was drawn 26% of the time when it was in the deck. That figure reflects the structural reality of a 100-card singleton format: most copies of any card never leave the library in a given game. Of 205 drawn copies, 68% were played before the game ended.
What turn does Thriving Isle usually get played?
Median first-cast turn is 4, and the mode is turn 1, meaning the single most common scenario is a player dropping it as their first land. The p25 is also turn 1 and the p75 is turn 7, so the distribution stretches across the whole game. When Thriving Isle is in the opening hand, players tend to drop it early: 61% of cast copies were played on the same turn they were drawn.
Is Thriving Isle legal in Commander formats?
Yes. Thriving Isle is legal in Commander, Duel Commander, Pauper Commander, Oathbreaker, Brawl, Gladiator, Legacy, Vintage, Historic, and Timeless. It is not legal in Modern, Pioneer, Standard, or Pauper (the non-commander variant). Its common rarity makes it a notable option in Pauper Commander, where access to dual lands is more constrained than in regular Commander.
Why do five-color commanders appear so often at the top of the list?
Thriving Isle produces blue mana plus one chosen color, making it most valuable in decks that need to fix multiple colors. Five-color commanders have the greatest fixing demand, so they naturally cluster at the top of the inclusion list. Two- and three-color commanders that include blue also appear frequently, particularly those in Bant (GWU), Jeskai (RWU), and Sultai-adjacent identities.
Does playing Thriving Isle correlate with winning?
Win rate when cast is 23% across 131 observations, compared to 20% when the card never left the library across 484 observations. The delta is small, and the confidence interval on this sample crosses zero, so treat this as a directional early signal rather than a firm conclusion. Thriving Isle is a mana-fixing piece, not a win condition in itself.
How concentrated is the Thriving Isle data across players?
The data is well spread. 346 distinct players have brought Thriving Isle to a tracked game, and the single heaviest contributor accounts for 26% or less of all instances. That breadth is a positive sign for the reliability of the play patterns we see, though the overall dataset across all tracked games remains modest.