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Chromatic Lantern card art
Live Play Data

Chromatic Lantern

{3} · Artifact · Marvel Super Heroes Commander (MSC)
8%
Live Inclusion
Times Brought
1492
Decks Running
797
Median Cast Turn
5
Drawn → Played
77%
Format

8% of tracked Commander decks run Chromatic Lantern, and 77% of drawn copies reach the battlefield. The top commanders are overwhelmingly five-color, confirming its identity as a fixing staple.

Chromatic Lantern is the go-to mana-fixing artifact for multicolor Commander decks. Across 1307 tracked multiplayer games on Playgroup Live, it appears in 797 of 9388 distinct decks, an inclusion rate of 8%.

When a copy reaches a player's hand, 77% of those copies are cast before the game ends. Median first cast lands on turn 5, one turn ahead of its mana cost of 3, reflecting that ramp and early draws get it down faster than the raw curve suggests. The card spreads across 568 unique players in the dataset, with no single contributor accounting for more than 3% of all tracked instances. That breadth strengthens confidence in the directional signals.

The top-commander list is dominated by five-color and four-color commanders: Ashling, the Limitless, The First Sliver, The Ur-Dragon, and Atraxa, Praetors' Voice all appear near the top. Chromatic Lantern's role is structural. It turns a shaky mana base into a reliable one, and the data reflects exactly which pods depend on that function most.

At a glance
  • 8% of tracked Commander decks include Chromatic Lantern
  • 24% draw rate, normal for a singleton in a 100-card deck
  • 77% of drawn copies reach the battlefield before the game ends
  • T5 median first-cast turn across observed games
  • 79% battlefield stickiness once cast
  • 568 unique players have brought this card to a tracked game

First-cast turn

n=275
2%
T1
12%
T2
25%
T3
11%
T4
12%
T5
32%
T6-9
6%
T10+
Median 5 P25 3 · P75 7 · max 14
On curve 39% (69 / 275 cast on T3) Cast same turn as drawn 33%

The "good card" funnel

1495 brought · 568 players
Brought to game
1495
Ever drawn
356
Reached battlefield
275
Still on board at game end
216
77%

Of 1495 Chromatic Lanterns brought to tracked games, 356 were drawn, 275 of those were cast, and the large majority stayed on the battlefield through end of game.

≥ -2.9pp

Players who cast this card win 25% of the time (n=267) , vs 23% when it never left the library (n=1030).

When players drew this card but left it in hand, they won 24% (n=74) — 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 +2.3pp; 95% confidence interval -2.9pp to +7.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

387 instances
2.3%
Library
55.8%
Battlefield
18.9%
Graveyard
6.2%
Exile

Most tracked copies of Chromatic Lantern finish on the battlefield, a markedly different profile from most 100-card singleton cards, and a sign of how reliably the card sticks once it resolves.

Commanders that played this card

in tracked games

The commander list skews heavily toward five-color and four-color leaders, confirming that Chromatic Lantern is first and foremost a fixing tool for commanders with the most demanding color requirements.

Frequently Asked

How often is Chromatic Lantern drawn in a Commander game?
In 1307 tracked multiplayer games where Chromatic Lantern was in the deck, it was drawn 24% of the time. That is consistent with what you would expect for a singleton in a 100-card deck. Of 356 instances that reached a player's hand, 77% were cast before the game concluded.
What turn does Chromatic Lantern typically get cast?
Median first-cast turn is 5. The distribution clusters around turns 2 through 5, with mode at turn 3, right on curve. A meaningful share of casts land ahead of curve, likely because many Chromatic Lantern decks run additional ramp that accelerates the mana base early.
Does casting Chromatic Lantern actually improve your win rate?
The cast-vs-library win-rate delta is small in this dataset and the confidence interval crosses zero, so we treat it as directional rather than conclusive. Both sample sizes are large enough to report: decks where it resolved showed a 25% win rate, versus 23% for games where it stayed in the library. Chromatic Lantern is primarily an enabler. Its value shows up in the consistency of the rest of the deck, not in isolated impact events.
Is Chromatic Lantern legal in Commander?
Yes. Chromatic Lantern is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander. It carries no bans or restrictions in any format where it is legal.
Why does Chromatic Lantern see play in so many five-color decks?
Five-color commanders demand mana of every color every game. Chromatic Lantern solves that problem cleanly: for 3 mana it turns every land into a rainbow producer, removing the risk of color screw entirely. The top-commander list on Playgroup Live reflects this directly. Ashling, the Limitless, The First Sliver, The Ur-Dragon, and Cosmic Spider-Man all appear near the top, and all are five-color commanders.
How concentrated is this card among a few players, and does that affect the data?
The dataset includes 568 unique players who have brought Chromatic Lantern to a tracked game. The single heaviest contributor accounts for 3% of all instances. That is a well-distributed sample, which means the directional signals here are not driven by any one player's habits or deck choices.