Crucible of Worlds
35% of games where Crucible of Worlds resolved ended in a win for the caster, a +12.2 percentage-point lift over games where it stayed in the library, across 144 observed participations.
Crucible of Worlds sits in 2% of tracked multiplayer Commander decks on Playgroup Live. That selective presence reflects a card that rewards land-heavy strategies rather than fitting every shell. It has appeared in 377 distinct decks across 801 tracked games.
When a copy does reach the battlefield, the win-rate signal is the most notable number: 35% for casters versus 23% in games where it never left the library, a +12.2 pp gap. With 144 cast participations and 526 library participations, the lower bound of that confidence interval is still positive, giving it more statistical footing than most cards at this dataset size. Treat it as a strong directional signal rather than a settled conclusion.
The top commander homes confirm the expected archetype profile. Hearthhull, the Worldseed leads by raw deck count, followed by Doctor Doom, Flubs, the Fool, and Aesi, Tyrant of Gyre Strait. Land-fall and land-recursion strategies dominate the list. Crucible is colorless, so any commander can run it, but it earns its slot most naturally when the deck actively fills its graveyard with lands.
- 2% of tracked Commander decks include Crucible of Worlds
- 70% of drawn copies reached the battlefield before the game ended
- T5 median first-cast turn, often well after the opening hand
- 69% battlefield stickiness once it resolves
- +12.2pp win-rate lift when cast versus when it stayed in the library
- 327 distinct players have brought Crucible to a tracked game
First-cast turn
n=153The "good card" funnel
851 brought · 327 playersOf 851 Crucible of Worlds copies brought to tracked games, 219 were drawn, 153 of those were cast, and the majority of resolved copies remained on the battlefield at game end.
Players who cast this card win 35% of the time (n=144) , vs 23% when it never left the library (n=526).
When players drew this card but left it in hand, they won 32% (n=61) — 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 +12.2pp; 95% confidence interval +4.4pp to +20.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
257 instancesOnly a handful of Crucible copies stay in the library at game end, a sign that when it enters a deck it tends to be found and played. Most resolved copies end on the battlefield or graveyard, reflecting both its stickiness and the removal it attracts.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
32 decks
-
2
Doctor Doom, King of Latveria
22 decks
-
3
Flubs, the Fool
22 decks
-
4
Aesi, Tyrant of Gyre Strait
13 decks
-
5
Tifa Lockhart
11 decks
-
6
Omnath, Locus of Creation
10 decks
-
7
Omnath, Locus of Rage
10 decks
-
8
Bristly Bill, Spine Sower
9 decks
-
9
The Necrobloom
9 decks
-
10
Quintorius, History Chaser
8 decks
Hearthhull, the Worldseed leads the commander list with 24 decks, well ahead of the rest, but the spread across land-fall and graveyard-synergy commanders of many colors shows Crucible fitting a broad archetype rather than one narrow shell.