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Dark Ritual card art
Live Play Data

Dark Ritual

{B} · Instant · Marvel Super Heroes Commander (MSC)
22%
Live Inclusion
Times Brought
1833
Decks Running
1006
Median Cast Turn
4
Drawn → Played
72%
Format

22% of tracked Commander decks run Dark Ritual, and when it reaches a hand, 72% of those copies get cast, with a median first-cast turn of 4.

Dark Ritual sits in 22% of the 4643 tracked Commander decks on Playgroup Live. That figure reflects a format where the instant competes against a vast card pool, yet still finds a home in roughly one in five black decks willing to trade a card slot for a burst of early mana.

The draw-to-play rate of 72% tells a clean story: players who draw Dark Ritual nearly always find a use for it before the game ends. Median first cast lands on turn 4, but the distribution skews early, with a meaningful cluster of turn-1 and turn-2 casts representing opening-hand slam decisions. The card resolves to the graveyard the moment it produces mana, so it never accumulates on the battlefield. What matters is the mana advantage it creates in the first few turns.

Dark Ritual is legal in Commander and spreads across 672 distinct players in this dataset, with the single heaviest contributor accounting for just 2%% of instances. That breadth means the numbers reflect a genuine cross-section of the black Commander community rather than one prolific player's results.

At a glance
  • 22% of tracked Commander decks run Dark Ritual
  • 72% of drawn copies are cast before the game ends
  • T4 median first-cast turn
  • 24% draw rate per game, normal for a 100-card singleton
  • 672 distinct players have brought Dark Ritual to a tracked game
  • 323 total casts recorded across all tracked games

First-cast turn

n=323
9%
T1
12%
T2
16%
T3
15%
T4
10%
T5
31%
T6-9
7%
T10+
Median 4 P25 3 · P75 7 · max 19
On curve 9% (28 / 323 cast on T1) Cast same turn as drawn 40%

The "good card" funnel

1842 brought · 672 players
Brought to game
1842
Ever drawn
449
Reached battlefield
323
Still on board at game end
10
72%

Of 1842 Dark Rituals brought to games, 449 were drawn, 323 of those were cast, and nearly all resolved directly to the graveyard as intended for a one-shot mana ritual.

≥ +3.5pp

Players who cast this card win 31% of the time (n=312) , vs 23% when it never left the library (n=1221).

When players drew this card but left it in hand, they won 27% (n=116) — 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 +8.6pp; 95% confidence interval +3.5pp to +13.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

516 instances
2.3%
Library
1.9%
Battlefield
65.5%
Graveyard
11.4%
Exile

The graveyard is the expected final home for an instant, and the vast majority of cast Dark Rituals end there. The small library figure represents copies never interacted with across the sampled games.

Commanders that played this card

in tracked games

The commander list spans mono-black aggro, aristocrats, and multicolor combo shells, showing Dark Ritual is not locked into a single archetype. No single commander dominates the count.

Frequently Asked

How often is Dark Ritual drawn and cast in a Commander game?
Across 1530 tracked games where Dark Ritual was in the deck, it was drawn 24% of the time. That is consistent with what you would expect for any singleton in a 100-card deck. Of those drawn copies, 72% were cast before the game concluded. Players who find it generally use it.
What turn does Dark Ritual typically get cast?
The median first-cast turn is 4. The distribution is wide, ranging from turn 1 (opening-hand drops) all the way to turn 19 at the extreme tail. The 25th percentile sits at turn 3 and the 75th at turn 7, meaning half of all casts happen in that window. Early casts skew toward mana-ramp openers; later casts often represent a topdecked ritual that fuels a mid-game combo or finisher.
Does casting Dark Ritual actually correlate with winning?
The cast win rate is 31% versus 23% when it stayed in the library, a directional gap of +8.6 percentage points. With 312 cast observations and 1221 library observations, the sample is large enough to take seriously, though the data is drawn from Playgroup Live's specific player community rather than a fully representative universe. Treat it as a meaningful signal, not a definitive proof.
Is Dark Ritual banned anywhere relevant to Commander players?
Dark Ritual is legal in Commander and Duel Commander historically, but it is currently banned in Duel Commander (1v1 French rules). It is also banned in Oathbreaker. It is legal in Legacy, Vintage, Pauper, Premodern, and Timeless. Modern, Pioneer, Standard, and Alchemy do not have access to it at all. Commander players can include it freely in any black deck.
Why does Dark Ritual see play in Commander when it's card disadvantage?
Dark Ritual converts one black mana into three black mana for a net gain of two mana on the turn it is cast. In a format where turns 1 through 3 set up the rest of the game, that burst enables an early commander, a key piece of an engine, or a combo ahead of schedule. The card disadvantage is real, but the tempo gain in the early game often compensates. Commanders like K'rrik, Son of Yawgmoth and Marrow-Gnawer are among the top homes in this dataset, both of which reward explosive early mana.
How concentrated is the Dark Ritual data among specific players?
The dataset covers 672 distinct players who have brought Dark Ritual to a tracked game on Playgroup Live. The single most active contributor accounts for just 2%% of all instances, which is well below any concentration threshold worth flagging. The data reflects a broad cross-section of players rather than being skewed by a small number of heavy users.