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Arcane Denial card art
Live Play Data

Arcane Denial

{1} {U} · Instant · Marvel Super Heroes Commander (MSC)
22%
Live Inclusion
Times Brought
1846
Decks Running
995
Median Cast Turn
7
Drawn → Played
60%
Format

Arcane Denial appears in 22% of tracked Commander decks on Playgroup Live, and games where it resolves show a +9.5 percentage-point win-rate lift over games where it stays in the library.

Arcane Denial is the blue player's diplomatic counterpart: it stops a spell and hands the opponent two cards, softening the political sting while keeping the caster ahead on refund. Across 1605 tracked multiplayer Commander games on Playgroup Live, it sits in 22% of decks, appearing in 995 of the 4464 distinct decks that have played a live game.

The win-rate signal is the clearest data point. Games where Arcane Denial was cast show a +9.5 percentage-point lift compared to games where it stayed buried in the library. The sample is large enough to be directional: the lower bound of the confidence interval is positive, consistent with the card doing real work when it hits the stack. Median first cast lands on turn 7, well into the mid-game, reflecting how instant-speed interaction tends to wait for a meaningful target.

Arcane Denial's color restriction keeps it out of non-blue decks entirely, so its 22% inclusion rate understates how common it is within blue lists specifically. It is legal in Commander, Legacy, Vintage, Pauper, and Pauper Commander, and remains one of the cheapest 2-mana hard counters available at common rarity.

At a glance
  • 22% of tracked Commander decks include Arcane Denial
  • 25% draw rate across tracked games
  • 60% of drawn copies reached the cast step
  • T7 median first-cast turn
  • +9.5pp win-rate lift when cast vs. staying in library
  • 702 distinct players have brought it to a tracked game

First-cast turn

n=281
0%
T1
2%
T2
4%
T3
9%
T4
13%
T5
58%
T6-9
14%
T10+
Median 7 P25 5 · P75 8 · max 20
On curve 2% (5 / 281 cast on T2) Cast same turn as drawn 22%

The "good card" funnel

1851 brought · 702 players
Brought to game
1851
Ever drawn
465
Reached battlefield
281
Still on board at game end
16
60%

Of 1851 Arcane Denials brought to tracked games, 465 were drawn, and 281 of those were cast before the game ended.

≥ +4.0pp

Players who cast this card win 32% of the time (n=274) , vs 22% when it never left the library (n=1209).

When players drew this card but left it in hand, they won 34% (n=179) — 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 +9.5pp; 95% confidence interval +4.0pp to +14.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

524 instances
2.9%
Library
3.1%
Battlefield
57.3%
Graveyard
8.6%
Exile

Arcane Denial is an instant that resolves to the graveyard, so the majority of tracked copies end there. The small cluster in hand and exile reflects copies drawn late or interacted with before casting.

Commanders that played this card

in tracked games

Rootha and Captain America lead by raw count, but the top-10 list spans Izzet, Grixis, Bant, and mono-blue commanders, showing Arcane Denial is not locked to a single archetype.

Frequently Asked

How often is Arcane Denial drawn in a Commander game?
In 1605 tracked multiplayer games where Arcane Denial was in the deck, it was drawn 25% of the time. That is normal for a singleton in a 100-card deck. Of 465 instances that reached a hand, 60% were cast before the game ended. The remainder reflects games that ended before an opportunity arose, not a deliberate choice to hold it.
What turn does Arcane Denial typically get cast?
Median first-cast turn is 7, with the 25th percentile at turn 5 and the 75th percentile at turn 8. The distribution reflects how reactive counterspells work: players wait for a target worth countering rather than jamming early. The hand-to-cast data shows a median of 2 turns sitting in hand before being cast, and only about 22% of casts happen on the same turn the card is drawn.
Does casting Arcane Denial actually help you win?
The data shows a +9.5 percentage-point win-rate lift in games where Arcane Denial was cast versus games where it never left the library. The sample covers 274 cast participations and 1209 library participations. The lower confidence bound is positive, so this is a consistent directional signal rather than noise. However, Playgroup Live is a real-play dataset and not a controlled experiment, so read this as correlation rather than proven causation.
Why does Arcane Denial give the opponent cards, and why is it still played?
Arcane Denial's design is deliberately political. Countering a spell in a multiplayer pod creates a political cost. Giving the controller up to two cards softens that tension and often defuses table aggression toward the counter-player. The net effect is a clean 2-mana hard counter that the caster also draws from, making it a low-risk inclusion in nearly any blue deck that wants interaction. Its common rarity also makes it a staple in budget and Pauper Commander builds.
Which commanders most often run Arcane Denial?
By raw deck count in the tracked dataset, Rootha, Mastering the Moment and Captain America, Team Leader lead the list. Both are Izzet-adjacent commanders that value instant-speed interaction and spell synergies. The distribution is spread across 702 unique players, and the single heaviest contributor accounts for just 3% of all tracked instances, which means the dataset is not skewed by one prolific player.
Is Arcane Denial legal in Commander?
Yes. Arcane Denial is legal and unrestricted in Commander, as well as in Legacy, Vintage, Pauper, Pauper Commander, Premodern, and Oathbreaker. It is not legal in Standard, Pioneer, Modern, Alchemy, Historic, Brawl, or Timeless formats. Its blue color identity restricts it to Commander decks with at least one blue color in the command zone.