Commander's Sphere card art
Live Play Data

Commander's Sphere

{3} · Artifact · Lorwyn Eclipsed Commander (ECC)
11%
Deck Inclusion
Games Tracked
346
Decks Running
268
Median Cast Turn
5
Drawn → Played
72%

Commander's Sphere sits in 11% of tracked Commander decks. When drawn, 66% of copies are cast before the game ends, with a median first-cast turn of 5 and a sacrifice outlet that turns dead mana rocks into live cards.

Commander's Sphere appears in 11% of the 1,682 distinct Commander decks tracked on Playgroup Live, a selective inclusion rate that reflects a card players choose deliberately rather than slot in by default.

The draw-to-play rate sits at 66%: when a copy reaches a player's hand it gets cast about two-thirds of the time. That is slightly lower than format staples like Sol Ring, and the hand-to-cast data explains why. The median delay between drawing and casting is 1 turn, with a same-turn-cast rate of only 42%. Players are weighing it against other plays rather than slamming it immediately. The median first-cast turn of 5 is also one full turn later than its mana cost would suggest, consistent with the on-curve data: only 7 of 34 casts (21%) landed exactly on curve, with 24 of 34 arriving behind curve.

The sacrifice clause is the card's distinguishing feature in the format. Commander's Sphere is almost never a permanent fixture: battlefield stickiness is just 44%, meaning more than half of cast copies end up sacrificed for a card draw before the game closes. That deliberate sacrifice path puts it firmly in the "ramp that converts to card advantage late" role, which is exactly why multicolor decks with 3+ colors reach for it over more efficient but inflexible rocks.

At a glance
  • 11% inclusion rate across 1,682 tracked Commander decks
  • 66% of drawn copies are cast before the game ends
  • T5 median first-cast turn, one turn behind its 3-mana cost
  • 44% battlefield stickiness — most copies are sacrificed for a card draw
  • 42% same-turn-cast rate, players hold it on average 1 turn before playing
  • 21% on-curve cast rate (7 of 34), reflecting late draws rather than deliberate holds

First-cast turn

n=65
2%
T1
11%
T2
22%
T3
15%
T4
18%
T5
22%
T6-9
11%
T10+
Median 5 P25 3 · P75 7 · max 13
On curve 22% (14 / 65 cast on T3) Cast same turn as drawn 36%

The "good card" funnel

444 brought
Brought to game
444
Ever drawn
82
Reached battlefield
65
Still on board at game end
35
72%

Of 274 copies brought to games, 47 were drawn and 34 of those were cast, but only 15 remained on the battlefield at game's end — the rest were sacrificed for card draw exactly as intended.

+3.5pp

Players who cast this card win 38% of the time (n=65) , vs 35% when it never left the library (n=346).

Final zone distribution

444 instances
77.9%
Library
7.9%
Battlefield
9.0%
Graveyard
2.0%
Exile

217 of 274 Commander's Spheres never leave the library, the expected outcome for a singleton in a 100-card deck — the 29 in graveyards represent deliberate sacrifice for card advantage, not removal.

Top commanders running this card

by deck count

The top 10 commanders span five different color identities with no single commander dominating, confirming Commander's Sphere is spread broadly across multicolor decks rather than concentrated in one archetype.

Frequently Asked
How often is Commander's Sphere drawn in a game?

Across 222 tracked games, Commander's Sphere was drawn in 17% of deck-participations where it was included. That is on the low side for a 100-card singleton, but consistent with a 3-mana artifact that rarely cantrips into itself early. Of the 47 instances drawn, 34 were cast, giving a 66% draw-to-play rate.

What turn does Commander's Sphere typically hit the battlefield?

The median first-cast turn is 5, one turn later than its 3-mana cost. Only 7 of 34 casts landed exactly on curve on turn 3. The distribution is fairly spread across turns 3 through 7, with the interquartile range sitting between turns 3 and 7. Late draws are the primary driver of the behind-curve number rather than players choosing to hold it.

Why is battlefield stickiness so low at 44%?

Commander's Sphere has a built-in sacrifice outlet. Players who no longer need the mana fixing in the mid-to-late game cash it in for a card draw. A 44% stickiness rate is not a sign of the card being removed by opponents — it is the sacrifice clause doing exactly what it was designed to do. The graveyard is the second most common final zone (29 of 274 participations), consistent with deliberate sacrifice.

Does casting Commander's Sphere actually help you win?

The data here is directional rather than conclusive. Win rate when cast is 35% across 34 observations, compared to 39% in participations where it stayed in the library across 217 observations. The delta is -3.9 percentage points. With only 34 cast instances, this gap is too small a sample to draw firm conclusions from, but it is worth noting that decks running this card were already winning at an above-baseline rate regardless of whether they drew it.

Which commanders most often run Commander's Sphere?

The top commanders in the dataset are Éowyn, Shieldmaiden and Krang, the All-Powerful (10 decks each), followed by Auntie Ool, Cursewretch (9 decks) and Raphael, Fiendish Savior and Sauron, Lord of the Rings (8 decks each). The spread across Esper, Mardu, Grixis, and five-color commanders confirms the card's role as flexible fixing for multicolor decks.

Is Commander's Sphere legal in other formats?

Commander's Sphere is legal in Commander, Duel Commander, Oathbreaker, Pauper Commander, Pauper, Legacy, Vintage, and The Lord of the Rings block constructed. It is not legal in Standard, Pioneer, Modern, Historic, Alchemy, Brawl, Gladiator, or Timeless. Its Pauper legality makes it a notable common-rarity mana rock in that format as well.