collections_bookmark Part of Teenage Mutant Ninja Turtles
Turtle Lair card art
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Turtle Lair

Land · Teenage Mutant Ninja Turtles (TMT)
0%
Decklist Inclusion
Times Brought
62
Decks Running
32
In Decks
258
Decklist Inclusion
0%
Format

Final zone distribution

31 instances

Not enough tracked games yet to show a reliable final-zone breakdown.

Commanders that played this card

in tracked games

The "good card" funnel

62 brought · 28 players
Brought to game
62
Ever drawn
29
Reached battlefield
27
Still on board at game end
23

Once cast, 85% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.

≥ -23.8pp

Players who cast this card win 8% of the time (n=27) , vs 16% when it never left the library (n=29).

Observed gap -8.1pp; 95% confidence interval -23.8pp to +7.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=27
11%
T1
7%
T2
30%
T3
15%
T4
4%
T5
26%
T6-9
7%
T10+
Median 4 P25 3 · P75 6 · max 10
Cast same turn as drawn 58%
62 of 300 tracked games 20%

Full analysis unlocks as more games are tracked. Stats refresh nightly.

Frequently Asked

Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting.