Dark Ritual
21% of tracked Commander decks run Dark Ritual, and when it's drawn, 70% of copies reach the cast step, with a median first-cast turn of 4.0.
Dark Ritual sits in 21% of the 3032 distinct Commander decks that have played a tracked game on Playgroup Live. That figure reflects a deliberate deckbuilding choice: the card is black-only, costs {B}, and trades a mana advantage this turn for no lasting board presence, so only pilots who have a specific use for the burst include it.
The draw-to-play rate of 70% confirms players act on it quickly when they see it. Median first cast lands on turn 4.0, but the distribution is notably flat across turns 2 through 9. That spread is consistent with how Dark Ritual is used: sometimes it accelerates an early threat, sometimes it enables a mid-game combo piece the player was waiting to assemble. Because it resolves instantly to the graveyard, battlefield stickiness is not a relevant metric here.
Dark Ritual is legal in Commander but banned in Duel Commander and Oathbreaker. Its presence in formats like Legacy and Vintage, where it has been a staple for decades, sets the context: Black decks with high-impact single spells are its natural home, and the top-commander list on Playgroup Live reflects that pattern clearly.
- 21% of tracked Commander decks include Dark Ritual
- 24% draw rate per game, typical for a singleton in a 100-card deck
- 70% of drawn copies reach the cast step before the game ends
- T4.0 median first-cast turn across observed games
- 457 distinct players have brought Dark Ritual to a tracked game, spreading the data widely
- 32% win rate in games where Dark Ritual was cast (normalized to 4-player baseline)
First-cast turn
n=186The "good card" funnel
1109 brought · 457 playersOf 1109 copies brought to games, 265 were drawn, 186 of those were cast, and nearly all resolved directly to the graveyard since Dark Ritual produces mana and leaves play immediately.
Players who cast this card win 32% of the time (n=186) , vs 22% when it never left the library (n=768).
When players drew this card but left it in hand, they won 28% (n=76) — 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 +9.5pp; 95% confidence interval +3.0pp to +16.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
302 instancesNearly all cast copies end in the graveyard, exactly as expected for an instant that produces mana and resolves. The library bucket represents copies that were never drawn across 1109 instances brought to games.
Commanders that played this card
in tracked games-
1
Fire Lord Azula
15 decks
-
2
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
14 decks
-
3
Marrow-Gnawer
14 decks
-
4
Sauron, the Dark Lord
13 decks
-
5
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
12 decks
-
6
Silverquill, the Disputant
10 decks
-
7
Edgar Markov
9 decks
-
8
K'rrik, Son of Yawgmoth
9 decks
-
9
Sheoldred, the Apocalypse
9 decks
-
10
Be'lakor, the Dark Master
8 decks
The top-commander list spans mono-black to Grixis to Jund, signaling that Dark Ritual is not locked to one archetype. No single commander dominates at more than 10 decks, and the spread across 457 unique players suggests reasonable breadth in the data.