Cavern of Souls
81% of drawn Cavern of Souls copies reach the battlefield, and once they do, 93% 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 3037 tracked Commander games, 81% of drawn copies were played before the game ended, and the land was in 1755 of the 20720 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.
- 8% of tracked Commander decks include Cavern of Souls
- 81% of drawn copies are played before the game ends
- T3 median first-play turn, with a strong turn-1 cluster
- 93% battlefield stickiness once the land enters play
- 1102 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=719The "good card" funnel
3608 brought · 1102 playersOf 3608 Cavern of Souls copies brought to tracked games, 883 were drawn, 719 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=642) , vs 25% when it never left the library (n=2231).
When players drew this card but left it in hand, they won 41% (n=140) — 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 +3.6pp; 95% confidence interval +0.1pp to +7.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
988 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
84 decks
-
2
Gishath, Sun's Avatar
41 decks
-
3
Pantlaza, Sun-Favored
40 decks
-
4
Krenko, Mob Boss
38 decks
-
5
Edgar Markov
34 decks
-
6
Giada, Font of Hope
33 decks
- 7 Zhulodok, Void Gorger 29 decks
-
8
The First Sliver
28 decks
-
9
Ulalek, Fused Atrocity
26 decks
-
10
Ashling, the Limitless
25 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.