Underground River
25% of tracked Commander decks in the Blue-Black color space run Underground River, and 74% of drawn copies reach the battlefield, with a median first-cast turn of 4.0.
Underground River sits in 25% of the 3335 tracked Commander decks on Playgroup Live, a solid foothold for a pain land competing against fetchlands, shocklands, and a crowded two-color mana base. The 841 decks running it span the full Blue-Black spectrum, from Esper and Grixis commanders down to dedicated UB builds.
The draw-to-play picture is straightforward: 74% of drawn copies were cast before the game ended. Median first cast lands on turn 4.0, which is late for a land but typical of copies drawn mid-game rather than in the opening hand. The distribution is front-loaded: 20 casts happened on turn 1, confirming that copies kept in opening hands tend to come down immediately. 57% of drawn-then-cast instances were played the same turn they were drawn, consistent with the "play it whenever you need the mana" behavior expected from a utility dual land.
Underground River is legal in Commander with no restrictions. The 1-damage rider matters in longer, life-tight games, but 93% stickiness once played suggests players are satisfied with the trade-off. The data comes from 1437 tracked multiplayer games with healthy spread: 655 distinct players have contributed instances, and the single heaviest contributor accounts for just 1% of all tracked instances.
- 25% of tracked Commander decks include Underground River
- 74% of drawn copies reach the battlefield
- T4.0 median first-cast turn
- 93% battlefield stickiness once the land enters play
- 57% of drawn-then-cast instances played on the same turn they were drawn
- 655 distinct players have brought this card to a tracked game
First-cast turn
n=304The "good card" funnel
1577 brought · 655 playersOf 1577 Underground Rivers brought to tracked games, 410 were drawn, 304 of those reached the battlefield, and nearly all stayed there through end of game.
Players who cast this card win 25% of the time (n=281) , vs 22% when it never left the library (n=964).
When players drew this card but left it in hand, they won 26% (n=98) — 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 +3.2pp; 95% confidence interval -2.1pp to +8.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
473 instancesThe overwhelming majority of Underground Rivers brought to games end on the battlefield, a strong signal that once drawn and played, this land sticks and keeps generating mana through end of game. The tiny library residual reflects copies never drawn from 100-card decks.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
105 decks
-
2
Sauron, the Dark Lord
44 decks
-
3
Sauron, Lord of the Rings
36 decks
-
4
Ulalek, Fused Atrocity
36 decks
-
5
Aminatou, Veil Piercer
19 decks
-
6
Temmet, Naktamun's Will
18 decks
-
7
Yuriko, the Tiger's Shadow
18 decks
-
8
Fire Lord Azula
17 decks
-
9
Kefka, Court Mage // Kefka, Ruler of Ruin
17 decks
-
10
Jin Sakai, Ghost of Tsushima
15 decks
Y'shtola, Night's Blessed leads by a wide margin at 841 total decks in the dataset, but the top-ten commander list spans Dimir, Esper, Grixis, and five-color builds, showing Underground River earns its slot across the full Blue-Black color space rather than clustering around a single archetype.