Commander's Sphere
10% of tracked multiplayer Commander decks run Commander's Sphere. When drawn, 71% of copies reach the battlefield, with a median first-cast turn of 5.0.
Commander's Sphere sits in 10% of tracked multiplayer Commander decks on Playgroup Live, appearing in 802 of the 7818 distinct decks that have played a live game. For a 3-mana mana rock that doubles as a cantrip, that footprint is a clear directional signal of the card's practical value across a wide range of color identities.
The draw-to-play number tells the sharpest story: 71% of drawn copies are cast before the game ends. That's a strong conversion rate for a piece of early infrastructure. The sacrifice-to-draw mode is baked into that same stat. Players who peel a Sphere late often cash it in immediately for a fresh card, which keeps the cast count high even when ramp is no longer the priority.
The commander spread across 564 unique players, with no single contributor accounting for more than 3% of all instances. That breadth means the data reflects genuine format-wide usage rather than one prolific brewer's preference.
- 10% of tracked multiplayer Commander decks include Commander's Sphere
- 71% of drawn copies are cast before the game ends
- T5.0 median first-cast turn, matching its 3-mana cost closely
- 46% battlefield stickiness after resolution, reflecting its built-in sacrifice outlet
- 564 distinct players have brought Commander's Sphere to a tracked game
- 24% draw rate, consistent with a singleton in a 100-card deck
First-cast turn
n=236The "good card" funnel
1385 brought · 564 playersOf 1385 Commander's Spheres brought to tracked games, 331 were drawn, 236 of those were cast, and roughly 46% of resolved copies stayed on the battlefield through end of game, with the remainder sacrificed for the card-draw mode.
Players who cast this card win 24% of the time (n=233) , vs 22% when it never left the library (n=952).
When players drew this card but left it in hand, they won 26% (n=89) — 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 -3.1pp to +7.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
377 instancesMost Commander's Spheres tracked end the game in the graveyard, which matches the card's design: players sacrifice it for a card draw rather than letting it sit idle, so a low library count reflects active play rather than unusually high draw rates.
Commanders that played this card
in tracked games-
1
Auntie Ool, Cursewretch
25 decks
-
2
Sauron, Lord of the Rings
18 decks
-
3
Éowyn, Shieldmaiden
15 decks
-
4
Terra, Herald of Hope
14 decks
-
5
Frodo, Adventurous Hobbit
12 decks
-
6
Hakbal of the Surging Soul
11 decks
-
7
Ovika, Enigma Goliath
10 decks
-
8
Sauron, the Dark Lord
10 decks
-
9
Szarekh, the Silent King
10 decks
-
10
The Ur-Dragon
10 decks
The top-commander list spans a wide range of color identities, from mono-color builds to five-color behemoths like The Ur-Dragon and Tom Bombadil, confirming that Commander's Sphere earns its slot across the entire color spectrum rather than clustering in one archetype.