Austere Command
11% of tracked Commander decks with white in their identity run Austere Command. When drawn, it reaches the stack 59% of the time, with a median first-cast turn of 8.
Austere Command sits in 11% of the Commander decks that have played a tracked game on Playgroup Live. That is 447 of 3969 distinct decks, a meaningful slice of a format that can go any direction it likes with its removal suite.
The card is a six-mana sorcery, and the data reflects that cost. Median first cast lands on turn 8, and only 59% of drawn copies reach the stack before the game ends. The hand-to-cast median is two turns of waiting after the draw, which aligns with players holding it for the right moment rather than slamming it immediately. That patience makes sense: Austere Command's value scales with how much permanents have accumulated on the table.
Concentration is well-spread. 376 distinct players have brought the card to a tracked game, and the single heaviest contributor accounts for just 2% of all instances. That breadth gives the data reasonable coverage across the white-identity commander meta.
- 11% of tracked Commander decks include Austere Command
- 23% draw rate across all participations
- 59% of drawn copies reach the stack before the game ends
- T8 median first-cast turn, reflecting a six-mana cost in a midrange meta
- 376 distinct players have brought it to a tracked game, spreading the data broadly
First-cast turn
n=111The "good card" funnel
801 brought · 376 playersOf 801 Austere Commands brought to tracked games, 187 were drawn, 111 of those were cast, and the rest were held in hand or left unresolved when the game ended.
Players who cast this card win 27% of the time (n=109) , vs 24% when it never left the library (n=547).
When players drew this card but left it in hand, they won 32% (n=76) — 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 +2.7pp; 95% confidence interval -5.9pp to +11.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
211 instancesMost Austere Commands spend the game in a library or graveyard after resolving. As a sorcery, it goes to the graveyard on resolution, so the final-zone split reflects how often it was cast versus how often it was simply never reached in a 100-card singleton deck.
Commanders that played this card
in tracked games-
1
Captain America, Team Leader
36 decks
-
2
Cloud, Ex-SOLDIER
34 decks
-
3
Giada, Font of Hope
13 decks
-
4
Dr. Madison Li
7 decks
-
5
Lorehold, the Historian
7 decks
-
6
Director Nick Fury
5 decks
-
7
Gishath, Sun's Avatar
5 decks
-
8
Atla Palani, Nest Tender
4 decks
-
9
Clavileño, First of the Blessed
4 decks
-
10
Hope Estheim
4 decks
The top-commander list skews toward Jeskai and Naya builds, with Captain America, Team Leader far ahead of the field in raw deck count. No single commander dominates to a degree that would skew the overall sample.