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Part of Bloomburrow
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#11 in Red Commander Staples
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Creature — Devil Warrior
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Streets of New Capenna (SNC)
Live Play Data
Devilish Valet
1%
Live Inclusion
Times Brought
432
Decks Running
200
Median Cast Turn
5.0
Drawn → Played
67%
Format
First-cast turn
n=58
0%
T1
7%
T2
14%
T3
14%
T4
19%
T5
43%
T6-9
3%
T10+
Median
5.0
P25
4
· P75
7
· max
12
On curve
21%
(8 / 58 cast on T3)
Cast same turn as drawn
34%
The "good card" funnel
432 brought · 183 playersBrought to game
432
Ever drawn
86
Reached battlefield
58
Still on board at game end
26
Once cast, 45% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -13.0pp
Players who cast this card win 28% of the time (n=50) , vs 29% when it never left the library (n=291).
When players drew this card but left it in hand, they won 17% (n=26).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap -0.9pp; 95% confidence interval -13.0pp to +11.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
92 instances5.4%
Library
28.3%
Battlefield
34.8%
Graveyard
6.5%
Exile
Commanders that played this card
in tracked games-
1
Zinnia, Valley's Voice
61 decks
-
2
Winota, Joiner of Forces
24 decks
-
3
Najeela, the Blade-Blossom
15 decks
-
4
Krenko, Mob Boss
13 decks
-
5
Sonic the Hedgehog
10 decks
-
6
Ovika, Enigma Goliath
9 decks
-
7
Caesar, Legion's Emperor
6 decks
-
8
Flubs, the Fool
6 decks
-
9
Zurgo, Thunder's Decree
6 decks
-
10
Anim Pakal, Thousandth Moon
4 decks
Card text
Devilish Valet
Creature — Devil Warrior
Trample, haste
Alliance — Whenever another creature you control enters, double this creature's power until end of turn.
1 / 3
Streets of New Capenna (SNC)
·
Rare
·
Illustrated by Bud Cook
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 720,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.