Tundra
89% of drawn Tundras are played before the game ends, and the median first-play turn is 3, making it one of the most reliably deployed lands tracked on Playgroup Live.
Tundra reaches the battlefield in 89% of games where it enters a player's hand, an early signal that blue-white mana fixing is treated as a near-automatic play whenever the card surfaces. Across 893 tracked multiplayer games, it appears in 491 of the 4274 distinct decks in the dataset, good for a 11% inclusion rate on Playgroup Live.
For a land, the behavioral data is unusually clean. Most cards that enter a player's hand face genuine hold decisions. Tundra does not: players put it into play as soon as they can, with a median first-play turn of 3 and a mode of turn 1. Once it resolves, it stays: 91% battlefield stickiness reflects how rarely opponents invest removal in a basic-type dual land.
The card's color identity (White, Blue) keeps it out of mono-color and most non-WU builds, which explains why five-color commanders dominate the top-commander list. Tundra is legal in Commander, Vintage, Legacy, Duel Commander, Oathbreaker, and PreDH, but not in Modern, Pioneer, or Standard.
- 11% of tracked Commander decks include Tundra
- 89% of drawn copies are played before the game ends
- T3 median first-play turn, with mode on turn 1
- 91% battlefield stickiness once in play
- 379 distinct players have brought Tundra to a tracked game, with no single player exceeding 3% of all instances
First-cast turn
n=323The "good card" funnel
1006 brought · 379 playersOf 1006 Tundras brought to tracked games, 364 were drawn, 323 of those were played onto the battlefield, and the strong 91% stickiness rate means most stayed there through end of game.
Players who cast this card win 34% of the time (n=306) , vs 24% when it never left the library (n=550).
When players drew this card but left it in hand, they won 36% (n=36) — 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 +10.2pp; 95% confidence interval +4.4pp to +16.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
392 instancesThe vast majority of Tundra instances end the game on the battlefield, a rare result for a singleton land and a direct reflection of how infrequently opponents answer a basic-type dual.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
30 decks
-
2
Y'shtola, Night's Blessed
22 decks
-
3
Esika, God of the Tree // The Prismatic Bridge
16 decks
-
4
Marneus Calgar
14 decks
-
5
Kenrith, the Returned King
12 decks
-
6
Atraxa, Praetors' Voice
11 decks
-
7
Jin Sakai, Ghost of Tsushima
11 decks
-
8
Tymna the Weaver
11 decks
-
9
Kynaios and Tiro of Meletis
10 decks
-
10
Oloro, Ageless Ascetic
10 decks
Five-color commanders hold three of the top four slots, with The Ur-Dragon leading at 19 decks. The spread across blue-white, Esper, and five-color builds confirms Tundra's role as a cross-archetype fixing piece rather than a card tied to one strategy.