Blood Crypt
36% of tracked Commander decks with black and red in their color identity run Blood Crypt, and when it's drawn, 79% of copies reach play, with a median land drop on turn 3.
Blood Crypt is one of the ten original Ravnica shocklands, and Playgroup Live's data confirms its near-automatic status in Rakdos and allied-color Commander decks. It sits in 36% of the 3798 tracked decks, a strong adoption rate for a dual land that asks 2 life for the privilege of entering untapped.
The draw-to-play figure of 79% is among the highest of any land in the dataset. That makes sense: players almost never hold a fetchable dual land in hand when they could be using the mana. The median first play lands on turn 3, but turn 1 is the most common single turn, reflecting opening-hand keeps built around the land. Battlefield stickiness sits at 91%, which is expected, since lands face removal far less often than spells.
The cast-vs-library win-rate delta is +6.3 percentage points, with a lower-bound confidence interval above zero, making this one of the cleaner correlations in the dataset. Decks that resolve Blood Crypt win more often. That likely reflects deck-quality selection as much as the card itself, but the direction is consistent and the sample is large enough to trust the signal.
- 36% of tracked BR-identity Commander decks include Blood Crypt
- 79% of drawn copies reach play before the game ends
- T3 median turn of first land drop, with turn 1 as the single most common
- 91% battlefield stickiness once played, lands rarely face removal
- +6.3pp win-rate lift when Blood Crypt resolves versus sitting in the library
- 964 distinct players have brought Blood Crypt to a tracked game
First-cast turn
n=633The "good card" funnel
2788 brought · 964 playersOf 2788 Blood Crypts brought to games, 803 were drawn, 633 of those reached play, and the overwhelming majority remained on the battlefield through the end of the game.
Players who cast this card win 31% of the time (n=593) , vs 24% when it never left the library (n=1714).
When players drew this card but left it in hand, they won 30% (n=151) — 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 +6.3pp; 95% confidence interval +2.5pp to +10.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
874 instancesMost observed Blood Crypts end the game on the battlefield, a natural outcome for a land that enters early and faces almost no removal in Commander. The library bucket is small because lands played from the opening hand rarely go unseen.
Commanders that played this card
in tracked games-
1
Edgar Markov
50 decks
-
2
The Ur-Dragon
45 decks
-
3
Sauron, the Dark Lord
39 decks
-
4
Mr. House, President and CEO
37 decks
-
5
Kaalia of the Vast
36 decks
-
6
Valgavoth, Harrower of Souls
32 decks
-
7
Nekusar, the Mindrazer
30 decks
-
8
Henzie "Toolbox" Torre
26 decks
-
9
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
25 decks
-
10
Hearthhull, the Worldseed
23 decks
The top-10 commander list spans at least six distinct color combinations, showing that Blood Crypt is not a niche pick but a staple pulled into any deck that touches black and red, from focused Rakdos builds to five-color goodstuff.