Despark
11% of tracked Commander decks in Orzhov colors run Despark, and when drawn it reaches the stack 73% of the time, with a median first-cast turn of 7.
Despark earns its slot in 11% of tracked Orzhov-accessible Commander decks on Playgroup Live. Two mana to exile any permanent with mana value 4 or greater is efficient enough to answer commanders, planeswalkers, and most haymakers the format throws at you.
The draw-to-play rate of 73% tells a clean story: when players find Despark, they almost always use it. The median first cast lands on turn 7, which reflects the card's role as a reactive tool held until a high-value target appears rather than a turn-two play. Players hold it an average of about 2.6 turns after drawing before firing, consistent with waiting for the right moment rather than slamming it blind.
The commander spread is wide. 357 distinct players have brought Despark to a tracked game, and no single player accounts for more than 4% of instances. That breadth suggests real adoption across archetypes rather than a spike in one player's preferred build.
- 11% of tracked Commander decks with matching color identity include Despark
- 73% of drawn Desparks reach the stack before the game ends
- T7 median first-cast turn, reflecting use as a reactive answer
- 22% draw rate, normal for a singleton in a 100-card deck
- 357 distinct players have brought Despark to a tracked game
- 2 mana to exile any permanent with mana value 4 or greater
First-cast turn
n=119The "good card" funnel
758 brought · 357 playersOf 758 Desparks brought to tracked games, 163 were drawn and 119 of those were cast, a draw-to-play rate of 73% that reflects consistent execution when the card is found.
Players who cast this card win 26% of the time (n=109) , vs 25% when it never left the library (n=487).
When players drew this card but left it in hand, they won 45% (n=38) — 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 +2.0pp; 95% confidence interval -6.2pp to +10.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
185 instancesThe vast majority of Despark copies finish in the graveyard after resolving, as expected for an instant. The small number ending in exile or on the battlefield reflects edge cases like copies countered or redirected.
Commanders that played this card
in tracked games-
1
Felothar the Steadfast
47 decks
-
2
Temmet, Naktamun's Will
20 decks
-
3
Sidar Jabari of Zhalfir
15 decks
-
4
Edgar Markov
12 decks
-
5
Kaalia of the Vast
12 decks
-
6
Liesa, Shroud of Dusk
12 decks
-
7
Teysa Karlov
12 decks
-
8
Doran, Besieged by Time
9 decks
-
9
Silverquill, the Disputant
8 decks
-
10
Urza, Chief Artificer
8 decks
The commander list spans Abzan, Esper, Mardu, and straight Orzhov builds, showing Despark earns its slot across archetypes rather than clustering in a single strategy.