Twilight Mire
Twilight Mire appears in 19% of tracked multiplayer Commander decks on Playgroup Live, and 78% of drawn copies reach the battlefield, with a median first-cast turn of 4.0.
Twilight Mire shows up in 19% of multiplayer Commander decks tracked on Playgroup Live, across 465 of the 2387 distinct decks that have played a game. That figure is expected for a dual land that requires a Black-Green color identity, but the draw-to-play rate tells the more useful story: 78% of drawn copies are played before the game ends.
As a land, Twilight Mire has no mana cost and no cast trigger. Players play it as soon as they draw it, or they hold it to smooth a specific mana need. The median first-play turn of 4.0 places it squarely in the early development window. The card is well spread across the player base: 397 distinct players have brought it to a tracked game, and the single heaviest contributor accounts for just 5% of all instances, which is a healthy signal that the data is not being skewed by one prolific player.
Twilight Mire fits narrowly. Its color identity limits it to Black-Green and three-color decks containing both. Within that constraint, it is one of the cleanest fixing options available, able to produce double-Black, double-Green, or a Black-Green split from a single tap. That flexibility earns its slot in greedy mana bases, and the numbers here reflect that.
- 19% of tracked multiplayer Commander decks include Twilight Mire
- 78% of drawn copies are played before the game ends
- T4.0 median first-play turn
- 93% battlefield stickiness once played
- 397 distinct players have brought it to a tracked game, showing broad spread
- 27% draw rate across games where the card was in the deck
First-cast turn
n=184The "good card" funnel
894 brought · 397 playersOf 894 Twilight Mire copies brought to games, 237 were drawn, 184 of those were played, and the strong majority stayed on the battlefield through the end of the game.
Players who cast this card win 24% of the time (n=174) , vs 24% when it never left the library (n=586).
When players drew this card but left it in hand, they won 35% (n=47) — 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 +0.6pp; 95% confidence interval -6.0pp to +7.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
252 instancesThe vast majority of Twilight Mire copies end the game on the battlefield, an unusually high share compared with most singleton cards. Most non-land singletons never leave the library, but lands get played whenever they are drawn, which explains why so few finish in the library zone.
Commanders that played this card
in tracked games-
1
Dina, Essence Brewer
71 decks
-
2
Felothar the Steadfast
36 decks
-
3
Hearthhull, the Worldseed
35 decks
-
4
Hazel of the Rootbloom
25 decks
-
5
Chatterfang, Squirrel General
20 decks
-
6
Ygra, Eater of All
20 decks
-
7
Witherbloom, the Balancer
18 decks
-
8
Blech, Loafing Pest
17 decks
-
9
Lathril, Blade of the Elves
11 decks
-
10
The Serpent Society
11 decks
The commander list is spread across the full Black-Green and adjacent three-color spectrum, with Dina, Essence Brewer leading in raw deck count but no single commander dominating. That spread reflects Twilight Mire's role as general-purpose fixing rather than a build-around.