Cavern of Souls
81% of drawn Cavern of Souls copies are played before the game ends, with a median first-cast turn of 3.0 across 561 tracked multiplayer Commander games on Playgroup Live.
Cavern of Souls resolves and stays. Across 561 tracked multiplayer Commander games on Playgroup Live, 81% of drawn copies reached play, and the land sat on the battlefield at game's end 96% of the time it was cast.
The card's core function, naming a creature type and making that tribe's spells uncounterable, makes it a surgical tool rather than a generalist staple. That shows in the inclusion number: 7% of tracked decks run it, concentrated tightly around tribal commanders. The counterplay protection it provides is irreplaceable in those shells, which is why players play it the turn they draw it 64% of the time.
Cavern of Souls is legal in Commander, Legacy, Modern, Pioneer, Vintage, and most other Constructed formats. It is banned in Duel Commander, where its combination of free colored mana and counterspell immunity proved too strong in the more constrained two-player context. The data on Playgroup Live reflects the multiplayer Commander format unless otherwise noted.
- 7% of tracked Commander decks include Cavern of Souls
- T3.0 median first-cast turn across tracked games
- 81% of drawn copies are played before the game ends
- 96% battlefield stickiness once the land enters play
- 64% of drawn-and-played copies were played the same turn they were drawn
- 274 distinct players have brought Cavern of Souls to a tracked game
First-cast turn
n=136The "good card" funnel
635 brought · 274 playersOf 635 Cavern of Souls copies brought to tracked games, 167 were drawn, 136 of those were played, and nearly all stayed on the battlefield through end of game.
Players who cast this card win 29% of the time (n=136) , vs 26% when it never left the library (n=439).
When players drew this card but left it in hand, they won 38% (n=32) — 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 +2.7pp; 95% confidence interval -4.7pp to +10.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
178 instancesLands rarely leave the battlefield once they enter, and Cavern of Souls is no exception: the overwhelming majority of observed copies finished games in play rather than the library, graveyard, or exile.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
24 decks
-
2
Giada, Font of Hope
11 decks
-
3
Gishath, Sun's Avatar
10 decks
-
4
Krenko, Mob Boss
10 decks
-
5
Pantlaza, Sun-Favored
9 decks
-
6
Marrow-Gnawer
7 decks
-
7
Miirym, Sentinel Wyrm
7 decks
-
8
The First Sliver
7 decks
-
9
Voja, Jaws of the Conclave
6 decks
-
10
Ashling, the Limitless
5 decks
The top commander list reads like a tribal hall of fame, with Dragons, Angels, Dinosaurs, Slivers, and Rats all represented, confirming that Cavern's home is squarely in creature-type-matters strategies.