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Turbulent Wilderness card art
Live Play Data

Turbulent Wilderness

Land — Forest Island · Secrets of Strixhaven Commander (SOC)
5%
Live Inclusion
Times Brought
443
Decks Running
199
Median Cast Turn
4.0
Drawn → Played
85%
Format

85% of drawn Turbulent Wilderness copies are played before the game ends, and 90% of those stay on the battlefield through the final turn.

Turbulent Wilderness is a Simic dual land that enters tapped unless your opponents collectively control eight or more lands. In Playgroup Live's multiplayer Commander dataset, it appears in 199 of 3700 tracked decks, an inclusion rate of 5% that reflects its narrow Green-Blue color identity rather than any weakness in the card itself.

The play patterns are clean. Of 160 drawn copies, 85% reach the battlefield before the game ends. Median first-cast turn lands on turn 4.0, but the distribution is wide: roughly a quarter of casts happen by turn 2, and the tail stretches into the late game. Once in play, 90% of copies survive through end of game, which is expected for a basic land type that resists most targeted removal.

The commander pairing list is dominated by Zimone, Infinite Analyst, a Simic commander with strong land-count synergies. That pairing gives Turbulent Wilderness a natural home, and the eight-or-more-lands threshold becomes easier to satisfy as the game progresses in multiplayer pods. The data across 177 unique players is well-spread, with the single heaviest contributor accounting for just 4% of all tracked instances.

At a glance
  • 5% of tracked Commander decks include Turbulent Wilderness
  • 85% of drawn copies reach the battlefield before the game ends
  • T4.0 median first-cast turn across multiplayer games
  • 90% battlefield stickiness once the land enters play
  • 177 unique players in the dataset, indicating well-spread data

First-cast turn

n=136
20%
T1
8%
T2
11%
T3
17%
T4
10%
T5
29%
T6-9
5%
T10+
Median 4.0 P25 2 · P75 7 · max 15
Cast same turn as drawn 60%

The "good card" funnel

443 brought · 177 players
Brought to game
443
Ever drawn
160
Reached battlefield
136
Still on board at game end
123
85%

Of 443 Turbulent Wilderness copies brought to multiplayer games, 160 were drawn, 136 of those were played, and the overwhelming majority remained on the battlefield through the end of the game.

≥ -1.6pp

Players who cast this card win 36% of the time (n=126) , vs 28% when it never left the library (n=226).

When players drew this card but left it in hand, they won 35% (n=22) — 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 +7.8pp; 95% confidence interval -1.6pp to +17.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

164 instances
1.2%
Library
75.0%
Battlefield
9.8%
Graveyard
0.6%
Exile

Most tracked copies of Turbulent Wilderness finish games on the battlefield, which is the expected outcome for a land with no built-in sacrifice clause and broad resistance to targeted removal.

Commanders that played this card

in tracked games

Zimone, Infinite Analyst dominates the commander pairing list with 73 decks, reflecting a specific synergy with land-count mechanics. The rest of the list is spread across many commanders at low counts.

Card text
Turbulent Wilderness card

Turbulent Wilderness

Land — Forest Island
({T}: Add {G} or {U}.) This land enters tapped unless your opponents control eight or more lands.
Secrets of Strixhaven Commander (SOC) · Rare · Illustrated by Sergey Glushakov

Frequently Asked

How often is Turbulent Wilderness drawn in a Commander game?
Across 430 tracked multiplayer Commander games where this land was in the deck, it was drawn 36% of the time. That figure is elevated compared to many singletons because lands tend to be played earlier and the game-state creates more opportunities to dig. Of 160 drawn copies, 85% were played before the game ended.
What turn does Turbulent Wilderness usually enter the battlefield?
Median first-cast (first-play) turn is 4.0 in multiplayer Commander. The interquartile range runs from turn 2 to turn 6, so the timing is quite variable. The mode of the distribution is turn 1, driven by players who kept it in their opening hand. Later casts tend to occur when the card was drawn mid-game rather than held intentionally.
Does Turbulent Wilderness usually enter tapped or untapped?
The stats don't capture tapped-versus-untapped directly, but the condition requires opponents to control eight or more lands combined. In a four-player Commander pod this threshold is realistic by the mid-game, which is consistent with the land's median play turn of 4.0. Early-game plays are much more likely to enter tapped, since opponents rarely have eight lands by turn 1 or 2.
Is Turbulent Wilderness legal in Commander?
Yes. Turbulent Wilderness is legal in Commander, Duel Commander, Legacy, Vintage, and Oathbreaker. It is not legal in Standard, Pioneer, Modern, Pauper, Historic, or Brawl formats. Its Green-Blue color identity restricts it to decks whose commander includes both Green and Blue in their color identity.
Which commanders most often run Turbulent Wilderness?
In the Playgroup Live dataset, Zimone, Infinite Analyst leads by a wide margin with 73 tracked decks. The next tier sits at four decks each across several commanders including Ms. Bumbleflower, Primo, the Unbounded, and Teval, the Balanced Scale. Zimone's focus on land-count mechanics makes Turbulent Wilderness a natural fit, and the large gap to second place reflects that synergy.
How concentrated is the Turbulent Wilderness data across players?
The multiplayer data comes from 177 distinct players, and the single heaviest contributor accounts for just 4% of all tracked instances. That spread is a strength of the dataset. It means the draw and play-rate numbers reflect behavior across a broad community sample rather than being skewed by one prolific player's results.