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Part of Marvel Super Heroes
·
Enchantment — Aura
·
Marvel Super Heroes Commander (MSC)
Live Play Data
Archnemesis
2%
Live Inclusion
Times Brought
573
Decks Running
297
Median Cast Turn
6
Drawn → Played
57%
Format
First-cast turn
n=71
0%
T1
4%
T2
11%
T3
11%
T4
15%
T5
35%
T6-9
23%
T10+
Median
6
P25
4
· P75
9
· max
14
On curve
15%
(8 / 71 cast on T3)
Cast same turn as drawn
33%
The "good card" funnel
573 brought · 279 playersBrought to game
573
Ever drawn
122
Reached battlefield
70
Still on board at game end
46
Once cast, 66% 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.
≥ +0.0pp
Players who cast this card win 32% of the time (n=63) , vs 20% when it never left the library (n=353).
When players drew this card but left it in hand, they won 24% (n=43).
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 +11.4pp; 95% confidence interval +0.0pp to +22.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
129 instances1.6%
Library
35.7%
Battlefield
34.1%
Graveyard
7.0%
Exile
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
255 decks
-
2
Loki, the Deceiver
13 decks
-
3
Thanos, the Mad Titan
5 decks
-
4
Sephiroth, Planet's Heir
3 decks
-
5
The Unluckiest Planeswalker
3 decks
-
6
Kang, Temporal Tyrant
2 decks
-
7
Taskmaster, Mercenary Mimic
2 decks
-
8
Ultron, Unlimited
2 decks
-
9
Y'shtola, Night's Blessed
2 decks
-
10
Zur the Enchanter
2 decks
Card text
Archnemesis
Enchantment — Aura
Enchant opponent
Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life.
Whenever a player attacks you, you may attach this Aura to that player.
Marvel Super Heroes Commander (MSC)
·
Rare
·
Illustrated by Riccardo Federici
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 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.