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All Is Dust card art
Live Play Data

All Is Dust

{7} · Kindred Sorcery — Eldrazi · Commander Masters (CMM)
2%
Live Inclusion
Times Brought
804
Decks Running
395
Median Cast Turn
7.0
Drawn → Played
70%
Format

41% of games where All Is Dust resolved ended in a win for the caster, a +16.8 percentage-point lift over the 24% baseline when it stayed in the library.

All Is Dust resolves and the board resets. Cast in 124 tracked multiplayer games across 781 games on Playgroup Live, it posts a 41% win rate for casters, well above the 24% win rate recorded when the card never left the library. That +16.8 percentage-point delta is a meaningful early signal, though both sample sizes warrant caution before reading it as definitive.

The card costs 7 mana, and the data reflects that reality. Median first cast lands on turn 7.0, with the bulk of casts clustered between turns 6 and 8. A notable share arrive early through ramp: 59% of casts land on or ahead of the mana-value curve, signaling that Eldrazi ramp packages frequently front-load mana to fire this off before opponents stabilize. Of drawn copies, 70% were cast before the game ended, a figure consistent with a seven-mana spell that demands both mana and the right board state to be worth casting.

All Is Dust has no color identity, making it a natural fit for any Commander deck regardless of color restrictions. Its spread across 344 distinct tracked players, with no single player exceeding 3% of all instances, means the data reflects genuine metagame diversity rather than one prolific pilot skewing the numbers.

At a glance
  • 2% of tracked Commander decks include All Is Dust
  • T7.0 median first-cast turn, reflecting its 7-mana cost
  • 70% of drawn copies reached the stack before the game ended
  • 41% win rate in games where All Is Dust resolved
  • +16.8pp win-rate lift over games where it stayed in the library
  • 344 distinct players contributed tracked instances, data is well spread

First-cast turn

n=124
1%
T1
1%
T2
1%
T3
4%
T4
11%
T5
70%
T6-9
12%
T10+
Median 7.0 P25 6 · P75 8 · max 16
On curve 59% (24 / 124 cast on T7) Cast same turn as drawn 31%

The "good card" funnel

804 brought · 344 players
Brought to game
804
Ever drawn
178
Reached battlefield
124
Still on board at game end
8
70%

Of 804 copies brought to tracked games, 178 were drawn, 124 of those resolved, and nearly all finished in the graveyard as expected for a sorcery with no persistent presence on the battlefield.

≥ +7.9pp

Players who cast this card win 41% of the time (n=115) , vs 24% when it never left the library (n=550).

When players drew this card but left it in hand, they won 24% (n=51) — 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 +16.8pp; 95% confidence interval +7.9pp to +25.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

190 instances
1.6%
Library
4.2%
Battlefield
56.3%
Graveyard
8.9%
Exile

The graveyard is the dominant final zone for All Is Dust, as expected for a sorcery that resolves and moves on. The handful of battlefield and library finishes represent edge cases like flickering or game states that never saw the card move.

Commanders that played this card

in tracked games

Colorless commanders dominate the top spots, led by Zhulodok and Molecule Man. Ulalek's five-color presence shows the card crosses into any identity that can cast seven colorless mana, keeping the distribution broader than a pure Eldrazi list.

Card text
All Is Dust card

All Is Dust

{7}
Kindred Sorcery — Eldrazi
Each player sacrifices all permanents they control that are one or more colors.
Commander Masters (CMM) · Mythic · Illustrated by Jason Felix

Frequently Asked

How often is All Is Dust drawn in a Commander game?
Across 781 tracked multiplayer games where All Is Dust was in the deck, it was drawn 22% of the time. That is typical for a singleton in a 100-card deck. Of 178 instances that reached a player's hand, 70% were cast before the game concluded. The remainder largely reflects games that ended before the 7-mana threshold was reached, rather than players choosing to hold the card.
What turn does All Is Dust usually get cast?
Median first cast falls on turn 7.0, with the interquartile range spanning turns 6 through 8. The distribution has a modest early tail: some casts land as early as turns 3 to 5, almost certainly via Eldrazi ramp packages or cost-reduction effects. 59% of casts landed on or ahead of the natural mana curve, which is high for a 7-mana spell and points to the ramp-heavy decks that most often include it.
Does casting All Is Dust actually improve your odds of winning?
The data shows a +16.8 percentage-point win-rate lift in multiplayer games: 41% when it resolved versus 24% when it stayed in the library. With 115 observations in the cast bucket and 550 in the library bucket, the signal is directional and consistent, but the sample is still growing. Treat it as a strong early indicator rather than a settled conclusion.
Is All Is Dust banned anywhere?
All Is Dust is legal in Commander, Duel Commander, Legacy, Modern, Vintage, Oathbreaker, and PreDH. It is not legal in Standard, Pioneer, Pauper, Alchemy, Historic, Timeless, Brawl, or Standard Brawl. It has never been banned in Commander, and its colorless nature means it fits into any Commander deck's color identity without restriction.
Which commanders most commonly pair with All Is Dust?
Zhulodok, Void Gorger leads the tracked dataset by deck count, followed by Ulalek, Fused Atrocity. Both reward casting large colorless spells. Molecule Man and Ultron, Artificial Malevolence also appear prominently, reflecting the card's strong presence in colorless artifact and Eldrazi strategies. The commander list is spread across colorless and five-color identities, consistent with All Is Dust fitting anywhere its asymmetric board wipe is relevant.
Why does All Is Dust hit opponents harder than the caster?
All Is Dust forces every player to sacrifice colored permanents. Decks built around colorless commanders, artifacts, and Eldrazi naturally run fewer colored permanents, so their boards survive the reset largely intact. Opponents running creature-heavy colored strategies lose everything. That structural asymmetry is the core reason decks like Zhulodok and Ultron include it: the spell clears the table without touching the caster's own key pieces.