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Part of Fallout
·
Creature — Lizard Mutant
·
Fallout (PIP)
Live Play Data
Alpha Deathclaw
2%
Live Inclusion
Times Brought
233
Decks Running
112
Median Cast Turn
7.0
Drawn → Played
59%
Format
First-cast turn
n=26
0%
T1
0%
T2
0%
T3
8%
T4
8%
T5
77%
T6-9
8%
T10+
Median
7.0
P25
6
· P75
8
· max
12
On curve
38%
(6 / 26 cast on T6)
Cast same turn as drawn
27%
The "good card" funnel
233 brought · 105 playersBrought to game
233
Ever drawn
44
Reached battlefield
26
Still on board at game end
16
Once cast, 62% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -5.4pp
Players who cast this card win 28% of the time (n=23) , vs 15% when it never left the library (n=149).
When players drew this card but left it in hand, they won 19% (n=18).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +13.4pp; 95% confidence interval -5.4pp to +32.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
59 instances1.7%
Library
27.1%
Battlefield
40.7%
Graveyard
11.9%
Exile
Commanders that played this card
in tracked games-
1
The Wise Mothman
72 decks
-
2
Indominus Rex, Alpha
8 decks
-
3
Henzie "Toolbox" Torre
5 decks
-
4
Jenova, Ancient Calamity
4 decks
-
5
The Master, Transcendent
4 decks
-
6
Esika, God of the Tree // The Prismatic Bridge
2 decks
-
7
Glissa Sunslayer
2 decks
-
8
Agent Frank Horrigan
1 decks
-
9
Belbe, Corrupted Observer
1 decks
-
10
Breya, Etherium Shaper
1 decks
Card text
Alpha Deathclaw
Creature — Lizard Mutant
Menace, trample
When this creature enters or becomes monstrous, destroy target permanent.


: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
6 / 6
Fallout (PIP)
·
Rare
·
Illustrated by Daarken
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.