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Blood Crypt card art
Live Play Data

Blood Crypt

Land — Swamp Mountain · Star Trek (TRK)
35%
Live Inclusion
Times Brought
1457
Decks Running
764
Median Cast Turn
3
Drawn → Played
79%
Format

Blood Crypt sits in 35% of tracked Commander decks on Playgroup Live, with 79% of drawn copies reaching the battlefield and a median first-play turn of 3.

Blood Crypt is the premier black-red dual land in Commander, and the Playgroup Live numbers reflect that status. Found in 764 of 2193 tracked decks, its 35% inclusion rate covers every archetype that touches black and red, from aggressive vampire builds to five-color good-stuff piles.

As a land, Blood Crypt is almost never "cast" in the traditional sense, but the play data is clear: 79% of drawn copies end up on the battlefield before the game ends. The mode first-play turn is 1, meaning players who open with it nearly always drop it immediately. The median lands on turn 3, reflecting the spread of copies drawn in the mid-game. Once it resolves, 90% stickiness confirms that lands almost never leave play once they hit.

The commander spread is wide and color-appropriate. Rakdos, Mardu, Jund, and five-color commanders all appear in the top slots, which is exactly what you expect from the format's most-played non-green dual. No single commander dominates, and no single player drives the dataset: 538 distinct players have brought Blood Crypt to a tracked game, and the single heaviest contributor accounts for just 3% of all instances.

At a glance
  • 35% of tracked Commander decks include Blood Crypt
  • 79% of drawn copies reach the battlefield
  • T3 median first-play turn, with mode on turn 1
  • 90% battlefield stickiness once it resolves
  • 538 distinct players have brought Blood Crypt to a tracked game
  • 29% draw rate, typical for a singleton in a 100-card deck

First-cast turn

n=333
28%
T1
13%
T2
12%
T3
11%
T4
11%
T5
21%
T6-9
4%
T10+
Median 3 P25 1 · P75 5 · max 13
Cast same turn as drawn 56%

The "good card" funnel

1460 brought · 538 players
Brought to game
1460
Ever drawn
420
Reached battlefield
333
Still on board at game end
301
79%

Of 1460 Blood Crypts brought to games, 420 were drawn, 333 of those were played, and 90% remained on the battlefield through end of game.

≥ +0.4pp

Players who cast this card win 30% of the time (n=330) , vs 25% when it never left the library (n=939).

When players drew this card but left it in hand, they won 28% (n=80) — 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 +5.5pp; 95% confidence interval +0.4pp to +10.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

458 instances
4.1%
Library
65.7%
Battlefield
14.0%
Graveyard
3.9%
Exile

The large majority of Blood Crypt instances end the game on the battlefield, reflecting its role as a foundational mana source that hits play early and never leaves. The small library count confirms this card is almost never stranded unseen.

Commanders that played this card

in tracked games

The top-commander list spans Rakdos, Mardu, Jund, and five-color builds, illustrating that Blood Crypt is a color-identity staple rather than the property of any single archetype or deck style.

Frequently Asked

How often is Blood Crypt drawn in a Commander game?
Across 1245 tracked multiplayer games where Blood Crypt was in the deck, it was drawn 29% of the time. That is consistent with expectations for a singleton in a 100-card deck. Of 420 instances that reached a hand, 79% were played before the game ended.
What turn does Blood Crypt usually enter the battlefield?
The median first-play turn is 3, but the mode is turn 1. Players who open with Blood Crypt nearly always play it on their first turn, accepting the 2-life payment to have it enter untapped. Copies drawn in the mid-game account for the tail that pushes the median to turn 3. The p25-p75 range runs from turn 1 to turn 5.
Is Blood Crypt legal in Commander?
Yes. Blood Crypt is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, and most other sanctioned formats. It is not legal in Pauper or Pauper Commander, where only common-rarity cards are permitted. It is also not legal in Old School or Premodern, which restrict card pools to older sets.
Why is Blood Crypt so widely played in Commander?
Commander is a singleton format where mana consistency matters enormously. Blood Crypt is one of a small number of dual lands that produces both black and red mana, enters untapped at the cost of just 2 life, and counts as both a Swamp and a Mountain for basic land tutors. Those properties make it a near-automatic inclusion in any deck with black and red in its color identity.
How does Blood Crypt's win rate break down in the tracked data?
In 330 participations where Blood Crypt reached the battlefield, the normalized win rate is 30%. In 939 participations where it stayed in the library, the rate is 25%. The delta is a directional early signal on this dataset size; it is consistent with Blood Crypt contributing to functional mana bases rather than being a win condition on its own.
How concentrated is the Blood Crypt data across players?
The dataset is well-spread. 538 distinct players have brought Blood Crypt to a tracked game on Playgroup Live, and the single most active contributor accounts for 3% of all instances. That low concentration means the stats are not skewed by one heavy user's results, which adds confidence to the directional picture.