Darkwater Catacombs
16% of tracked Dimir-compatible Commander decks on Playgroup Live run Darkwater Catacombs, and when drawn it reaches the battlefield 79% of the time with a median first-cast turn of 4.0.
Darkwater Catacombs shows up in 16% of tracked Commander decks that can run it, appearing in 895 of the 5478 distinct decks that have played a recorded game on Playgroup Live. For a tap-land requiring an additional {1} to activate, that penetration is a consistent signal of demand for affordable blue-black fixing.
When the card is drawn, 79% of copies are cast before the game ends. Median first cast lands on turn 4.0, with the distribution spread across the early and middle game. Players who draw it later in the game sometimes never get to deploy it before a winner is declared, which naturally pulls that rate below 100%. Once it resolves, it sticks: 92% stickiness reflects how rarely lands get removed in Commander.
The data is well-spread across the player base. 758 distinct players have brought Darkwater Catacombs to a tracked game, and no single contributor accounts for more than 25% of the sample. That breadth makes the directional patterns here more trustworthy than data concentrated in a handful of players.
- 16% of tracked Commander decks include Darkwater Catacombs
- 79% of drawn copies reach the battlefield before the game ends
- T4.0 median first-cast turn
- 92% battlefield stickiness once the land enters play
- 758 distinct players have brought this card to a tracked game
- 27% win rate in games where this land was cast
First-cast turn
n=330The "good card" funnel
1705 brought · 758 playersOf 1705 copies brought to games, 418 were drawn, 330 of those were cast, and 92% of cast copies remained on the battlefield through end of game.
Players who cast this card win 27% of the time (n=294) , vs 19% when it never left the library (n=1030).
When players drew this card but left it in hand, they won 27% (n=77) — 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 +7.7pp; 95% confidence interval +2.6pp to +12.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
485 instancesMost copies of Darkwater Catacombs that were never drawn remain in the library at game end, a structural feature of 100-card singleton rather than a weakness of the card itself.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
133 decks
-
2
Teval, the Balanced Scale
60 decks
-
3
The Wise Mothman
58 decks
-
4
Captain N'ghathrod
49 decks
-
5
Wilhelt, the Rotcleaver
32 decks
-
6
Inquisitor Greyfax
20 decks
-
7
Fire Lord Azula
19 decks
-
8
Gonti, Canny Acquisitor
19 decks
-
9
Marneus Calgar
18 decks
-
10
Satoru Umezawa
18 decks
The commander list spans Dimir, Sultai, Esper, and Grixis builds, showing Darkwater Catacombs earns its slot broadly across blue-black archetypes rather than clustering in one shell.