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Blasphemous Act card art
Live Play Data

Blasphemous Act

{8} {R} · Sorcery · Marvel Super Heroes Commander (MSC)
36%
Live Inclusion
Times Brought
2496
Decks Running
1372
Median Cast Turn
7
Drawn → Played
52%
Format

Blasphemous Act sits in 36% of tracked Commander decks on Playgroup Live, and when it lands it almost always costs a fraction of its printed 9 mana, with a median first-cast turn of 7.

Blasphemous Act is Red's most efficient mass-removal spell in Commander, and the Playgroup Live dataset backs that reputation up. It appears in 1372 of the 3806 distinct tracked decks, for an inclusion rate of 36%. That figure is bounded by color identity: only decks running Red can play it, so 36% of all decks is a strong signal.

The card's cost-reduction clause is the engine that makes it work. A 9-mana sorcery would rarely see play; a 1-mana or 2-mana board wipe gets cast. Median first-cast turn lands at 7, well ahead of what a raw mana cost would predict, and 84% of casts arrived ahead of or on the card's printed curve. Of 575 copies drawn across tracked games, 52% were cast before the game ended. The remainder reflects games that closed out before the spell became relevant, not reluctance to cast it.

Concentration is a strength of this dataset. 882 distinct players have brought Blasphemous Act to a tracked game, and the single heaviest contributor accounts for just 1% of all instances. The spread is broad enough that the numbers reflect the wider Commander meta rather than any one playgroup's habits.

At a glance
  • 36% of all tracked Commander decks include Blasphemous Act
  • T7 median first-cast turn, well ahead of its printed 9-mana cost
  • 52% of drawn copies were cast before the game ended
  • 84% of casts landed on or ahead of the card's printed mana-value turn
  • 882 distinct players have brought this card to a tracked game
  • 297 total casts observed across tracked games

First-cast turn

n=297
1%
T1
0%
T2
1%
T3
5%
T4
13%
T5
64%
T6-9
16%
T10+
Median 7 P25 6 · P75 8 · max 16
On curve 84% (20 / 297 cast on T9) Cast same turn as drawn 23%

The "good card" funnel

2504 brought · 882 players
Brought to game
2504
Ever drawn
575
Reached battlefield
297
Still on board at game end
20
52%

Of 2504 copies brought to games, 575 were drawn, and 297 of those were cast, a chain that highlights how often the card arrives too late or finds a game already over before it can fire.

≥ -2.4pp

Players who cast this card win 27% of the time (n=291) , vs 25% when it never left the library (n=1752).

When players drew this card but left it in hand, they won 30% (n=268) — 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 +2.4pp; 95% confidence interval -2.4pp to +7.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

651 instances
5.4%
Library
3.1%
Battlefield
49.5%
Graveyard
8.0%
Exile

Most Blasphemous Acts finish in the graveyard after resolving, as expected for a sorcery. The small slice that ends in hand represents copies drawn too late to cast before the game ended.

Commanders that played this card

in tracked games

The top-commander list spans mono-Red through four- and five-color builds, showing that Blasphemous Act earns its slot in nearly any Red deck regardless of strategy.

Frequently Asked

How often is Blasphemous Act drawn in a Commander game?
Across 1955 tracked multiplayer games where Blasphemous Act was in the deck, it was drawn 23% of the time. That is consistent with a singleton in a 100-card deck. Of 575 drawn copies, 52% were cast before the game concluded. Copies that went uncast most often reflect games that ended before the board grew large enough to make the spell worth firing.
What turn does Blasphemous Act typically get cast?
Median first-cast turn is 7, with the bulk of casts clustered between turns 6 and 8. The cost-reduction clause is the reason: once three or more creatures are on the battlefield the spell becomes castable well below its printed 9-mana cost. A small cluster of very early casts (turn 4 and below) reflects unusually creature-heavy boards in the opening turns.
Does casting Blasphemous Act actually improve your win rate?
Directionally, yes, though the sample merits caution. In 291 participations where the card was cast, the normalized win rate was 27%. In 1752 participations where it stayed in the library, the rate was 25%. The +2.4 percentage-point difference is a positive early signal, but the confidence interval crosses zero, so treat it as directional rather than conclusive.
Is Blasphemous Act legal in Commander?
Yes. Blasphemous Act is legal and unrestricted in Commander, as well as in Legacy, Modern, Vintage, Historic, Timeless, Brawl, Duel Commander, Gladiator, and Oathbreaker. It is not legal in Standard, Pioneer, Pauper, or Pauper Commander.
Which commanders most often run Blasphemous Act?
Among tracked decks, Doctor Doom, King of Latveria leads with 39 decks, followed by Rootha, Mastering the Moment (36), Valgavoth, Harrower of Souls (31), and Ashling, the Limitless (30). The spread across Grixis, Izzet, and mono-Red commanders reflects how broadly Red board wipes are valued. Even token-centric commanders like Krenko, Mob Boss show up in the top ten, often as insurance against opposing creature strategies.
How reliable is the Playgroup Live data for Blasphemous Act?
The dataset is well-spread. 882 distinct players have brought the card to a tracked game, and the single largest contributor accounts for only 1% of all instances. That low concentration means the numbers are not skewed by any one player's habits. With 297 casts observed, the cast-turn distribution and draw rate are stable directional signals, though Playgroup Live's dataset remains smaller than large decklist-scrape databases, so read every figure as play-based signal rather than a census.