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Wild Growth card art
Live Play Data

Wild Growth

{G} · Enchantment — Aura · Murders at Karlov Manor Commander (MKC)
9%
Live Inclusion
Times Brought
1055
Decks Running
547
Median Cast Turn
3
Drawn → Played
74%
Format

74% of drawn Wild Growths are cast before the game ends, and the median first cast lands on turn 3, making it one of the faster mana accelerants tracked on Playgroup Live.

Wild Growth converts a single green mana into a permanent land upgrade, and Playgroup Live's tracking shows players act on it quickly: 74% of drawn copies reach the battlefield. Across 986 multiplayer Commander games, the card has been cast 193 times from 547 distinct decks.

The concentration picture is healthy. 453 different players have brought Wild Growth to a tracked game, and the single heaviest contributor accounts for just 4% of all instances. That spread lends confidence to the directional signals in the data. The median cast turn of 3 reflects a familiar dynamic: roughly a third of casts happen on turn 1 when the card is in the opening hand, with the rest spread across the mid-game as players draw into it later.

Wild Growth sits in the broader green ramp package alongside Utopia Sprawl and Fertile Ground. At one mana, it clears the curve a full turn ahead of most competing auras and pairs naturally with enchantress payoffs. Decks helmed by Sythis, Harvest's Hand, Galea, Kindler of Hope, and Tuvasa the Sunlit show up near the top of its commander distribution, which is consistent with enchantment-themed strategies valuing the card most highly.

At a glance
  • 9% of tracked Commander decks include Wild Growth
  • 74% of drawn copies are cast before the game ends
  • T3 median first-cast turn, with mode on turn 1
  • 84% battlefield stickiness once Wild Growth resolves
  • 453 distinct players have brought this card to a tracked game
  • 34% win rate in participations where Wild Growth was cast

First-cast turn

n=193
30%
T1
14%
T2
11%
T3
7%
T4
11%
T5
23%
T6-9
4%
T10+
Median 3 P25 1 · P75 6 · max 12
On curve 30% (57 / 193 cast on T1) Cast same turn as drawn 72%

The "good card" funnel

1055 brought · 453 players
Brought to game
1055
Ever drawn
260
Reached battlefield
193
Still on board at game end
164
74%

Of 1055 Wild Growths brought to games, 260 were drawn, 193 of those were cast, and 84% of resolved copies remained on the battlefield through end of game.

≥ +0.4pp

Players who cast this card win 34% of the time (n=182) , vs 27% when it never left the library (n=687).

When players drew this card but left it in hand, they won 31% (n=64) — 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 +7.4pp; 95% confidence interval +0.4pp to +14.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

290 instances
2.8%
Library
56.6%
Battlefield
19.3%
Graveyard
3.8%
Exile

Most Wild Growths that enter play stay there: the card's final zone skews heavily toward the battlefield, with the library accounting for only a small fraction because players act on it quickly when drawn.

Commanders that played this card

in tracked games

The commander list spans green stompy, enchantress, and Aura-voltron strategies, showing Wild Growth earns its slot across multiple archetypes rather than being a niche pick for one commander.

Frequently Asked

How often is Wild Growth drawn in a Commander game?
Across 986 tracked multiplayer games, Wild Growth was drawn 25% of the time when it was in the deck. That is a normal figure for a singleton in a 100-card deck. Of 260 copies that reached a player's hand, 74% were cast before the game concluded.
What turn does Wild Growth typically get cast?
The median first-cast turn is 3, but the distribution is front-loaded. Turn 1 is the single most common cast turn, driven by opening-hand keeps. The 25th percentile sits at turn 1 and the 75th at turn 6, so roughly half of all casts happen in the first six turns. The hand-to-cast data reinforces this: 72% of drawn-and-cast copies were played the same turn they were drawn.
Does casting Wild Growth actually improve your win rate?
In 182 participations where Wild Growth reached the battlefield, the normalized win rate was 34%, compared to 27% in the 687 participations where it stayed in the library. That is a +7.4 percentage-point gap. The sample is meaningful in size, but both buckets mix deck quality with card impact, so treat this as a directional signal rather than a definitive causal claim.
Is Wild Growth legal in Commander?
Yes. Wild Growth is legal in Commander, as well as in Duel Commander, Legacy, Vintage, Pauper, Pauper Commander, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, or Brawl. In Commander it is unrestricted and available to any green or green-inclusive deck.
Which commanders most often run Wild Growth?
Across tracked decks, Dogmeat, Ever Loyal leads the count, followed by Henzie 'Toolbox' Torre and Shroofus Sproutsire. Enchantment-focused commanders like Sythis, Harvest's Hand, Galea, Kindler of Hope, and Tuvasa the Sunlit also appear prominently, which fits Wild Growth's identity as a cheap aura that triggers enchantress draw effects. The spread across 453 unique players suggests the card is genuinely popular rather than concentrated in a single playgroup.
How sticky is Wild Growth once it resolves?
84% of resolved Wild Growths are still on the battlefield at the end of the game. As an aura, it rides or falls with its enchanted land. Aura removal is less common than creature removal in most Commander metas, which helps explain the high retention rate. The final zone data shows the majority of instances finishing on the battlefield, with graveyard as the next most common destination when the card is removed.