Dark Ritual
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.
- 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=323The "good card" funnel
1842 brought · 672 playersOf 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.
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 instancesThe 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-
1
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
23 decks
-
2
Fire Lord Azula
22 decks
-
3
Marrow-Gnawer
19 decks
-
4
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
19 decks
-
5
Sauron, the Dark Lord
18 decks
-
6
Doctor Doom, King of Latveria
14 decks
-
7
Silverquill, the Disputant
14 decks
-
8
Valgavoth, Harrower of Souls
14 decks
-
9
Abaddon the Despoiler
13 decks
-
10
Edgar Markov
13 decks
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.