Cavern of Souls
82% of drawn Cavern of Souls copies reach the battlefield, and once they do, 92% stay there through end of game, making it one of the stickiest lands tracked on Playgroup Live.
Cavern of Souls earns its mythic rarity in live play. Across 951 tracked Commander games, 82% of drawn copies were played before the game ended, and the land was in 585 of the 8378 distinct decks in the dataset.
The card's strength is structural: it produces colored mana specifically for a chosen creature type, and that mana makes the spell uncounterable. That ability is most valuable in tribal decks that expect counter-heavy opposition, which explains why the top commanders running it are almost entirely creature-type lords. The median first-play turn is 3, with a strong cluster on turn 1, reflecting players who keep opening hands with Cavern already in grip.
Cavern of Souls is legal in Commander, Legacy, Modern, Pioneer, Vintage, and most other major formats, but is banned in Duel Commander. Its colorless identity means it fits into any deck regardless of commander color requirements.
- 7% of tracked Commander decks include Cavern of Souls
- 82% of drawn copies are played before the game ends
- T3 median first-play turn, with a strong turn-1 cluster
- 92% battlefield stickiness once the land enters play
- 406 distinct players have brought it to a tracked game, spread well across the dataset
- 29% win rate in games where Cavern of Souls resolved
First-cast turn
n=233The "good card" funnel
1095 brought · 406 playersOf 1095 Cavern of Souls copies brought to tracked games, 284 were drawn, 233 of those were played, and the overwhelming majority remained on the battlefield through the end of the game.
Players who cast this card win 29% of the time (n=226) , vs 25% when it never left the library (n=733).
When players drew this card but left it in hand, they won 36% (n=49) — 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 +3.5pp; 95% confidence interval -2.3pp to +9.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
314 instancesMost Cavern of Souls copies in the dataset finish on the battlefield, a sharp contrast to the typical singleton land that never leaves the library. When you draw it, you play it, and it stays.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
37 decks
-
2
Giada, Font of Hope
16 decks
-
3
Krenko, Mob Boss
15 decks
-
4
Gishath, Sun's Avatar
14 decks
-
5
Pantlaza, Sun-Favored
14 decks
-
6
Marrow-Gnawer
12 decks
-
7
The First Sliver
11 decks
-
8
Edgar Markov
7 decks
-
9
Miirym, Sentinel Wyrm
7 decks
-
10
Voja, Jaws of the Conclave
7 decks
Tribal commanders dominate the list from five-color Dragon decks to mono-red Goblins, a direct reflection of Cavern's design as a tribal payoff land. The spread across creature types is wide.