Darkwater Catacombs
18% of tracked multiplayer Commander decks run Darkwater Catacombs, and 79% of drawn copies are played before the game ends, with a median first-cast turn of 5.
Darkwater Catacombs shows up in 18% of the 1984 Commander decks that have played a tracked game on Playgroup Live. That figure reflects live play rather than decklist scrapes, so it captures only decks that have actually sat down at a table.
The draw-to-play rate of 79% is the most telling number here. Most lands that enter a hand get played quickly, and Darkwater Catacombs is no exception. The median first-cast turn of 5 is consistent with players tapping it out as soon as they need the blue-black color fixing rather than holding it strategically. 92% stickiness once it resolves reflects what you'd expect from a land: barring mass land destruction or sacrifice effects, it stays in play.
The card sits firmly in Dimir and three-color-or-more shells. Its restriction to blue-black color identities keeps it out of mono-colored and off-color decks entirely, which makes its 18% share across the full tracked pool a solid signal of demand within that color slice. Darkwater Catacombs is legal in Commander, Legacy, Vintage, and several other formats, but its natural home is Commander, where consistent dual-color fixing in the early turns earns a slot.
- 18% of tracked Commander decks include Darkwater Catacombs
- 79% of drawn copies are played before the game ends
- T5 median first-cast turn across tracked games
- 92% battlefield stickiness once the land enters play
- 309 distinct players have brought this card to a tracked game
- 25% draw rate, typical for a singleton in a 100-card deck
First-cast turn
n=111The "good card" funnel
566 brought · 309 playersOf 566 copies brought to tracked games, 141 were drawn, 111 of those were played, and 92% of resolved copies remained on the battlefield through end of game.
Players who cast this card win 24% of the time (n=109) , vs 17% when it never left the library (n=374).
When players drew this card but left it in hand, they won 28% (n=31) — 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 +6.4pp; 95% confidence interval -1.5pp to +14.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
162 instancesThe vast majority of Darkwater Catacombs copies never leave the library in a given game, a structural feature of 100-card singleton rather than a reflection of the card's impact when it does appear.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
60 decks
-
2
Teval, the Balanced Scale
23 decks
-
3
The Wise Mothman
17 decks
-
4
Captain N'ghathrod
16 decks
-
5
Wilhelt, the Rotcleaver
11 decks
-
6
Marneus Calgar
10 decks
-
7
Alela, Cunning Conqueror
9 decks
-
8
Fire Lord Azula
9 decks
-
9
Davros, Dalek Creator
8 decks
-
10
Gonti, Canny Acquisitor
8 decks
The commander distribution is wide, spanning pure Dimir builds like Wilhelt and Captain N'ghathrod through three and four-color shells, confirming the card's role as a general blue-black color-fixer rather than a commander-specific include.