Braids, Arisen Nightmare
7% of tracked Commander decks run Braids, Arisen Nightmare. When drawn, 66% of copies reach the battlefield, with a median first-cast turn of 6.0.
Braids, Arisen Nightmare sits in 7% of the 7668 Commander decks tracked on Playgroup Live, appearing across 571 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 28% 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
- 25% draw rate across games where she's in the deck
- 66% of drawn copies reach the battlefield before the game ends
- T6.0 median first-cast turn, later than her 3-mana cost implies
- 28% of drawn copies cast the same turn they were drawn
- 41% battlefield stickiness once she resolves
First-cast turn
n=186The "good card" funnel
1116 brought · 485 playersOf 1116 copies brought to games, 282 were drawn, 186 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 31% of the time (n=172) , vs 28% when it never left the library (n=691).
When players drew this card but left it in hand, they won 19% (n=83) — 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 +3.0pp; 95% confidence interval -4.0pp to +10.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
329 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 41% stickiness rate.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
73 decks
-
2
Valgavoth, Harrower of Souls
39 decks
-
3
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
37 decks
-
4
Terra, Herald of Hope
16 decks
-
5
Ygra, Eater of All
16 decks
-
6
Tergrid, God of Fright // Tergrid's Lantern
12 decks
-
7
Korvold, Fae-Cursed King
11 decks
-
8
Teysa Karlov
11 decks
-
9
Lynde, Cheerful Tormentor
10 decks
-
10
Sméagol, Helpful Guide
10 decks
The commander spread is wide across 485 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.