Dig Through Time
5% of tracked Commander decks run Dig Through Time, and when it resolves, the caster wins 38% of those games compared to 25% when it stays buried in the library.
Dig Through Time sits in 5% of the 7993 Commander decks tracked on Playgroup Live. That's a selective include by Commander standards, fitting for a blue instant that demands a stocked graveyard before it becomes affordable.
The headline is the cast-versus-library win-rate gap. Games where Dig Through Time resolved show a 38% win rate against 25% for games where the card never left the library. That's a +13.3 percentage-point lift across 107 cast observations and 502 library observations, a well-sampled gap with a positive lower confidence bound. The signal is consistent: resolving this spell in the mid-to-late game meaningfully correlates with winning.
Delve makes the nominal 8-mana cost largely theoretical. 67% of first casts land ahead of or on the printed mana value, and the median first-cast turn is 8.0. The card is banned in Legacy, Modern, and Duel Commander, and restricted in Vintage. Those restrictions exist precisely because digging seven deep for two cards at instant speed scales brutally with a full graveyard.
- 5% of tracked Commander decks include Dig Through Time
- 58% of drawn copies reach the cast step before the game ends
- T8.0 median first-cast turn, reflecting delve cost reduction in action
- 38% win rate in games where Dig Through Time resolved
- +13.3pp win-rate lift over games where the card stayed in the library
- 358 distinct players have brought this card to a tracked game
First-cast turn
n=116The "good card" funnel
819 brought · 358 playersOf 819 copies brought to tracked games, 200 were drawn, 116 of those were cast, and the spell resolved into the graveyard in the vast majority of cases, as expected for an instant with no battlefield presence.
Players who cast this card win 38% of the time (n=107) , vs 25% when it never left the library (n=502).
When players drew this card but left it in hand, they won 30% (n=71) — 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 +13.3pp; 95% confidence interval +4.1pp to +22.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
224 instancesMost Dig Through Time copies end the game in the graveyard, exactly where you'd expect for an instant that resolves once and goes to the bin, with only a sliver stranded in the library.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
104 decks
-
2
Rootha, Mastering the Moment
60 decks
-
3
Yuriko, the Tiger's Shadow
18 decks
-
4
Ovika, Enigma Goliath
16 decks
-
5
Quandrix, the Proof
14 decks
-
6
Zimone, Mystery Unraveler
9 decks
-
7
Vivi Ornitier
8 decks
-
8
Alela, Cunning Conqueror
7 decks
-
9
Anhelo, the Painter
7 decks
-
10
Tegwyll, Duke of Splendor
7 decks
The commander list skews heavily toward blue spell-storm and spellslinger builds, consistent with a card that rewards filling the graveyard with instants and sorceries before it becomes castable.