Chain Reaction
34% of tracked games where Chain Reaction resolved ended in a win for the caster. That is +9.7 percentage points above the win rate in games where it stayed in the library, across 124 cast observations.
Chain Reaction sits in 6% of tracked Commander decks on Playgroup Live, a niche position that reflects its conditional power: the more creatures on the battlefield, the more lethal it becomes. Across 1084 tracked multiplayer games, it has been cast 132 times with a median first-cast turn of 7.0.
The win-rate signal is the most striking figure in the data. Games where Chain Reaction resolved produced a win for the caster at 34%, compared to 25% in games where it remained in the library. That +9.7 pp lift clears its own standard error, making it one of the cleaner early signals we track. Both sample sizes are meaningful: 124 cast observations and 770 library observations. Still, Playgroup Live's dataset is growing, and we label this directional rather than conclusive.
Chain Reaction appears most often under red-heavy commanders that either flood the board themselves or expect opponents to do so. Rootha, Mastering the Moment and Auntie Ool, Cursewretch lead the top-commander list, suggesting players value the card both as a board wipe and as a copy target. It is a late-game tool: the median cast lands on turn 7.0, well past most early ramp windows, and 10% of casts landed exactly on the 4-mana curve turn.
- 6% of tracked Commander decks include Chain Reaction
- 22% draw rate across tracked participations
- 53% of drawn copies reached the stack before the game ended
- T7.0 median first-cast turn, skewing toward mid-to-late game
- +9.7pp win-rate lift when cast vs. when it stayed in the library
- 499 distinct players have brought Chain Reaction to a tracked game
First-cast turn
n=132The "good card" funnel
1133 brought · 499 playersOf 1133 Chain Reactions brought to games, 249 were drawn, 132 of those were cast, and as a sorcery it resolves and moves immediately to the graveyard rather than staying on the battlefield.
Players who cast this card win 34% of the time (n=124) , vs 25% when it never left the library (n=770).
When players drew this card but left it in hand, they won 25% (n=110) — 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 +9.7pp; 95% confidence interval +1.2pp to +18.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
275 instancesAlmost all Chain Reactions finish the game in the graveyard after resolving, with a small number stranded in hand. The near-zero library count confirms that very few tracked copies went completely uninteracted with once drawn.
Commanders that played this card
in tracked games-
1
Rootha, Mastering the Moment
56 decks
-
2
Auntie Ool, Cursewretch
49 decks
-
3
Smaug the Impenetrable
32 decks
-
4
Inspirit, Flagship Vessel
31 decks
-
5
Kilo, Apogee Mind
27 decks
-
6
Krenko, Mob Boss
17 decks
-
7
Atarka, World Render
12 decks
-
8
Bello, Bard of the Brambles
12 decks
-
9
Judith, Carnage Connoisseur
12 decks
-
10
Saheeli, Radiant Creator
11 decks
The top-commander list spans mono-red, Izzet, Jund, and Gruul identities, showing Chain Reaction is not locked to one archetype but clusters around commanders that either copy spells or generate wide boards.