Wild Growth
73% of drawn Wild Growths are cast before the game ends, and the median first-cast turn lands on turn 3.0, making it one of the faster mana accelerators tracked on Playgroup Live.
Wild Growth sits in 9% of tracked Commander decks on Playgroup Live, appearing in 333 of the 3756 distinct decks that have played a tracked game. For a one-mana green Aura that simply turns any land into a dual producer, that reach is a quiet statement about how much green ramp strategies value cheap, reliable acceleration.
The draw-to-play rate is the sharpest signal here. 73% of drawn copies reach the battlefield, and 67% of those are cast the same turn they are drawn. That snap-cast behavior is consistent with how players treat one-mana ramp: if you have it, you play it. The median first cast lands on turn 3.0, well ahead of most enchantments in the format. Once it resolves, 85% of copies are still attached at the end of the game.
Wild Growth is legal in Commander, Pauper Commander, Duel Commander, Legacy, Vintage, and several older formats. It is not legal in Modern, Pioneer, Standard, or Brawl. Its single green mana identity keeps it in mono-green and Gruul shells most often, though any green commander can run it as a budget alternative to Utopia Sprawl or Fertile Ground.
- 9% of tracked Commander decks include Wild Growth
- 73% of drawn copies are cast before the game ends
- T3.0 median first-cast turn
- 67% of cast copies were played the same turn they were drawn
- 85% battlefield stickiness once cast
- 282 distinct players have brought Wild Growth to a tracked game
First-cast turn
n=128The "good card" funnel
651 brought · 282 playersOf 651 Wild Growths brought to games, 175 were drawn, 128 of those were cast, and the large majority remained on the battlefield through end of game.
Players who cast this card win 28% of the time (n=125) , vs 25% when it never left the library (n=428).
When players drew this card but left it in hand, they won 27% (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 +3.4pp; 95% confidence interval -4.8pp to +11.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
190 instancesMost tracked Wild Growth instances finish on the battlefield or in the graveyard after land destruction. The library count is low relative to total instances, reflecting how consistently the card is found and played when present.
Commanders that played this card
in tracked games-
1
Dogmeat, Ever Loyal
10 decks
-
2
Henzie "Toolbox" Torre
9 decks
-
3
Shroofus Sproutsire
9 decks
-
4
The Unbeatable Squirrel Girl
8 decks
-
5
Tuvasa the Sunlit
7 decks
-
6
Bello, Bard of the Brambles
5 decks
-
7
Etali, Primal Conqueror // Etali, Primal Sickness
5 decks
-
8
Terra, Magical Adept // Esper Terra
5 decks
-
9
Chishiro, the Shattered Blade
4 decks
-
10
Galea, Kindler of Hope
4 decks
The commander list spans mono-green, Gruul, and five-color builds, with no single commander dominating. That spread across 282 distinct players suggests Wild Growth earns its slot on merit across many archetypes rather than riding one popular shell.