Chasm Skulker
Chasm Skulker appears in 5% of tracked multiplayer Commander decks on Playgroup Live, drawn 31% of the time and cast on a median turn of 6, with 318 distinct players bringing it to a tracked game.
Chasm Skulker is a blue draw-payoff creature that grows on every card drawn and floods the board with islandwalk Squid tokens when it dies. Across Playgroup Live's tracked multiplayer Commander games, it sits in 5% of observed decks, spread across 318 distinct players. No single player dominates the sample: the heaviest contributor accounts for just 3% of all tracked instances, a healthy spread that gives the numbers real breadth.
The card's play pattern is deliberate. Players hold it a median of one turn after drawing before casting it, and only 28% of drawn copies are slammed onto the table the same turn they arrive. The median first cast lands on turn 6, well past its 3-mana cost, which reflects both the draw-heavy decks that run it and the strategic patience required to grow its counter stack before the inevitable removal comes. 50% of resolved Chasm Skulkers survive through the end of the game, a middling stickiness figure that captures how often it trades into removal before the tokens ever materialize.
The commander distribution tells a clear story: draw-synergy commanders dominate the list. Ms. Bumbleflower, Tidus, and Xyris all want to generate card draw at scale, which is exactly the environment where Chasm Skulker snowballs fastest. Its blue-only color identity keeps it out of non-blue pods entirely, so the 5% figure understates its penetration within eligible decks.
- 5% of tracked multiplayer Commander decks include Chasm Skulker
- 62% of drawn copies are cast before the game ends
- T6 median first-cast turn, two turns after its 3-mana cost
- 50% battlefield stickiness once it resolves
- 318 distinct players have brought it to a tracked game
- 25% of casts land exactly on curve at turn 3
First-cast turn
n=129The "good card" funnel
676 brought · 318 playersOf 676 Chasm Skulkers brought to tracked games, 208 were drawn, 129 of those reached the battlefield, and 50% survived through end of game. A meaningful slice ends in the graveyard mid-game, often converting into the token flood the card promises.
Players who cast this card win 29% of the time (n=121) , vs 22% when it never left the library (n=409).
When players drew this card but left it in hand, they won 33% (n=73) — 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 +7.1pp; 95% confidence interval -1.2pp to +15.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
226 instancesMost undrawn Chasm Skulkers never leave the library, a structural reality of 100-card singleton. Of observed copies, the split between battlefield survivors and graveyard finishes reflects how often removal trades with the Skulker before its death trigger can convert counters into a Squid army.
Commanders that played this card
in tracked games-
1
Ms. Bumbleflower
70 decks
-
2
Tidus, Yuna's Guardian
39 decks
-
3
Captain N'ghathrod
26 decks
-
4
Vnwxt, Verbose Host
12 decks
-
5
The Astonishing Ant-Man
10 decks
-
6
Kynaios and Tiro of Meletis
9 decks
-
7
Xyris, the Writhing Storm
9 decks
-
8
Nekusar, the Mindrazer
8 decks
-
9
Kwain, Itinerant Meddler
7 decks
-
10
Yuna, Grand Summoner
7 decks
Draw-synergy commanders dominate the list: Ms. Bumbleflower, Tidus, and Xyris all generate card draw at scale, giving Chasm Skulker a reliable engine to stack counters. The spread across multiple archetypes shows it is not a one-deck card.