Blasphemous Act
37% of tracked Commander decks run Blasphemous Act, and when it reaches a player's hand it's cast 56% of the time, landing on the battlefield at a median turn of 7.0.
Blasphemous Act sits in 37% of the 8762 Commander decks that have played a tracked game on Playgroup Live, making it the format's premier red board wipe. Its cost-reduction clause means a table full of creatures can drop it to a single red mana, which explains why red decks of almost every archetype reach for it.
When players draw it, 56% of those copies get cast before the game ends. The median first cast lands on turn 7.0, with the core of the distribution clustering between turns 6 and 9. That shape reflects how the card actually plays: you wait for a board state dense enough to make 13-damage-to-each worthwhile, then fire it off. Of 808 recorded casts, 83% landed ahead of or on the nominal 9-mana curve, which is a direct signal of how consistently players access ramp or find a creature-heavy board to discount the spell.
The data comes from 4964 tracked multiplayer Commander games across 1946 distinct players, with no single player accounting for more than a fraction of a percent of all instances. That spread gives the numbers here as much representational weight as our dataset allows, though directional readings are still more reliable than sharp conclusions at this stage.
- 37% of tracked Commander decks include Blasphemous Act
- 23% draw rate per game, consistent with a singleton in a 100-card deck
- 56% of drawn copies reach the stack before the game ends
- T7.0 median first-cast turn, reflecting the wait for a creature-dense board
- 83% of casts arrived on curve or earlier, driven by cost reduction and ramp
- 1946 distinct players have brought this card to a tracked game, spreading data broadly
First-cast turn
n=808The "good card" funnel
6397 brought · 1946 playersOf 6397 copies brought to games, 1454 were drawn, 808 of those were cast, confirming that the main bottleneck is drawing the card rather than players choosing to hold it.
Players who cast this card win 26% of the time (n=746) , vs 24% when it never left the library (n=4194).
When players drew this card but left it in hand, they won 34% (n=597) — 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 +1.7pp; 95% confidence interval -1.4pp to +4.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
1634 instancesMost Blasphemous Acts end in the graveyard after resolving, which is the expected path for a sorcery. A smaller slice stays in hand or reaches exile, reflecting countered or exiled-from-hand interactions rather than any failing of the card.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
121 decks
-
2
Valgavoth, Harrower of Souls
82 decks
-
3
Hearthhull, the Worldseed
74 decks
-
4
Ashling, the Limitless
73 decks
-
5
Bello, Bard of the Brambles
67 decks
-
6
Rootha, Mastering the Moment
59 decks
-
7
Leonardo, the Balance
50 decks
-
8
Sauron, the Dark Lord
49 decks
-
9
Krenko, Mob Boss
44 decks
-
10
Ureni of the Unwritten
43 decks
The top-commander list is wide and varied, spanning mono-red, Grixis, Jund, Temur, and five-color builds, a signal that Blasphemous Act's appeal is format-wide rather than tied to any one commander or archetype.