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Twilight Mire card art
Live Play Data

Twilight Mire

Land · Secrets of Strixhaven Commander (SOC)
20%
Live Inclusion
Times Brought
545
Decks Running
304
Median Cast Turn
4.0
Drawn → Played
78%
Format

Twilight Mire appears in 20% 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 20% of multiplayer Commander decks tracked on Playgroup Live, across 304 of the 1535 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: 268 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.

At a glance
  • 20% of tracked multiplayer Commander decks include Twilight Mire
  • 78% of drawn copies are played before the game ends
  • T4.0 median first-play turn
  • 94% battlefield stickiness once played
  • 268 distinct players have brought it to a tracked game, showing broad spread
  • 28% draw rate across games where the card was in the deck

First-cast turn

n=118
18%
T1
16%
T2
14%
T3
10%
T4
8%
T5
25%
T6-9
8%
T10+
Median 4.0 P25 2 · P75 6 · max 15
Cast same turn as drawn 50%

The "good card" funnel

546 brought · 268 players
Brought to game
546
Ever drawn
151
Reached battlefield
118
Still on board at game end
111
78%

Of 546 Twilight Mire copies brought to games, 151 were drawn, 118 of those were played, and the strong majority stayed on the battlefield through the end of the game.

≥ -8.0pp

Players who cast this card win 26% of the time (n=116) , vs 26% when it never left the library (n=365).

When players drew this card but left it in hand, they won 42% (n=31) — 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 +0.3pp; 95% confidence interval -8.0pp to +8.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

162 instances
0.6%
Library
68.5%
Battlefield
13.0%
Graveyard
2.5%
Exile

The 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

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.

Frequently Asked

How often is Twilight Mire drawn in a Commander game?
Across the 516 multiplayer games tracked on Playgroup Live where Twilight Mire was in the deck, it was drawn 28% of the time. That is consistent with what you would expect from a singleton in a 100-card deck. Of the 151 copies that reached a player's hand, 78% were played before the game ended. The remainder reflects games that ended before the player had an opportunity or reason to tap it.
What turn does Twilight Mire typically hit the battlefield?
The median first-play turn is 4.0, with the 25th percentile at turn 2 and the 75th at turn 6. The mode is turn 1, driven by copies kept in opening hands. The distribution has a long tail, with some copies played as late as turn 15, which happens when a player draws Twilight Mire deep into a game and still needs its fixing. Overall, it enters play early and stays there.
How sticky is Twilight Mire once it hits the battlefield?
94% of played copies remain on the battlefield at game end. Lands are among the hardest permanents to remove in Commander, so a high stickiness figure here is structural rather than remarkable. It does confirm that Twilight Mire almost never gets exiled or bounced once it resolves, which reinforces its value as reliable long-term fixing.
Is Twilight Mire legal in Commander?
Yes. Twilight Mire is legal in Commander, Legacy, Modern, Vintage, Duel Commander, Oathbreaker, and Premodern. It is not legal in Standard, Pioneer, Historic, Alchemy, Pauper, Brawl, or Pauper Commander. Its color identity is Black-Green, so in Commander it can only enter decks whose commander has a color identity that includes both Black and Green.
Which commanders most often run Twilight Mire?
On Playgroup Live, Dina, Essence Brewer leads the list by raw deck count, followed by Felothar the Steadfast and Hazel of the Rootbloom. The spread across commanders is wide: the top commander accounts for 47 of 304 tracked decks. That breadth is expected for a fixing land. Any Black-Green deck with a greedy mana base is a natural home, regardless of strategy.
Does casting Twilight Mire correlate with winning?
In 116 participations where Twilight Mire reached the battlefield, the normalized win rate was 26%. In participations where it stayed in the library, the rate was 26%. The delta is small and the confidence interval crosses zero on this sample size, so treat it as directional rather than conclusive. A fixing land's value shows up in enabling the rest of the deck, not in producing a large isolated win-rate swing.