Braids, Arisen Nightmare
7% of tracked Commander decks run Braids, Arisen Nightmare. When drawn, 70% of copies reach the battlefield, with a median first-cast turn of 6.0.
Braids, Arisen Nightmare sits in 7% of the 4643 Commander decks tracked on Playgroup Live, appearing across 333 distinct lists. That places her firmly in the role of a niche-but-deliberate include: players who put her in a deck tend to build around her end-step sacrifice engine rather than slot her in as a generic value piece.
The cast pattern reflects her design. Median first cast lands on turn 6.0, later than her 3-mana cost would suggest, and only 16% of casts happen on-curve. The hand_to_cast data shows a median of 2 turns between drawing her and casting her, and just 31% of drawn copies are played on the same turn they arrive. Players are deliberately holding her until a sacrifice outlet is ready or the board state justifies the political weight she brings.
Braids is legal in Commander and sees play across sacrifice-synergy commanders that span Jund, mono-black, and Golgari color identities. Her ability to pressure every opponent simultaneously makes her a natural fit in decks that already want to sacrifice their own permanents for value, turning a one-sided cost into a multiplayer drain engine.
- 7% of tracked Commander decks include Braids, Arisen Nightmare
- 23% draw rate across games where she's in the deck
- 70% of drawn copies reach the battlefield before the game ends
- T6.0 median first-cast turn, later than her 3-mana cost implies
- 31% of drawn copies cast the same turn they were drawn
- 43% battlefield stickiness once she resolves
First-cast turn
n=104The "good card" funnel
639 brought · 287 playersOf 639 copies brought to games, 148 were drawn, 104 were cast, and fewer than half of those stayed on the battlefield through the end of the game, pointing to the pressure opponents apply to remove her quickly.
Players who cast this card win 33% of the time (n=100) , vs 28% when it never left the library (n=432).
When players drew this card but left it in hand, they won 21% (n=39) — 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 +5.4pp; 95% confidence interval -3.9pp to +14.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
175 instancesBraids ends up in the graveyard most often among observed instances, reflecting her vulnerability as a creature in a removal-heavy format. Her battlefield presence is real but contested, which is consistent with a 43% stickiness rate.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
42 decks
-
2
Valgavoth, Harrower of Souls
21 decks
-
3
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
14 decks
-
4
Terra, Herald of Hope
12 decks
-
5
Lynde, Cheerful Tormentor
8 decks
-
6
Sméagol, Helpful Guide
7 decks
-
7
Tergrid, God of Fright // Tergrid's Lantern
7 decks
-
8
Ygra, Eater of All
7 decks
-
9
Meren of Clan Nel Toth
6 decks
-
10
Teysa Karlov
6 decks
The commander spread is wide across 287 unique players, with Hearthhull, the Worldseed leading at 40 decks. No single commander dominates, signaling that Braids fits several distinct sacrifice-synergy archetypes rather than one narrow home.