Faerie Mastermind
39% of games where Faerie Mastermind resolved ended in a win for the caster, a +13.7 percentage-point lift over the 26% baseline when the card stayed in the library.
Faerie Mastermind sits in 7% of tracked multiplayer Commander decks on Playgroup Live, appearing across 397 of the 5623 distinct decks that have played a recorded game. That places it firmly in the niche-but-consistent tier: not a universal staple, but a focused piece that shows up in decks built to exploit group draw.
The win-rate signal is the headline. Games in which Faerie Mastermind reached the battlefield showed a 39% normalized win rate across 150 observations, compared to 26% in games where it never left the library. That +13.7 percentage-point gap clears its own standard error, making it one of the more durable early signals in the dataset. Median first cast lands on turn 5.0, later than its 2-mana cost might suggest, consistent with players holding it until opponent draw engines come online.
The flash body shapes how it plays differently from most 2-mana blue creatures. Players cast it at a median of 5.0 turns after drawing it, and only 34% of drawn copies were cast on the same turn they arrived in hand. That patience makes sense: Faerie Mastermind rewards timing, not speed.
- 7% of tracked multiplayer Commander decks include Faerie Mastermind
- 39% win rate in games where Faerie Mastermind resolved
- +13.7pp win-rate lift over the library baseline, directionally robust at this sample size
- T5.0 median first-cast turn, reflecting deliberate timing over speed
- 70% of drawn copies reach the battlefield before the game ends
- 42% battlefield stickiness once cast, moderate for a 2-toughness creature
First-cast turn
n=154The "good card" funnel
746 brought · 341 playersOf 746 Faerie Masterminds brought to multiplayer games, 221 were drawn, 154 of those were cast, and 42% of cast copies survived to end of game on the battlefield.
Players who cast this card win 39% of the time (n=150) , vs 26% when it never left the library (n=457).
When players drew this card but left it in hand, they won 47% (n=62) — 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 +13.7pp; 95% confidence interval +5.5pp to +21.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
243 instancesMost singleton cards never leave the library in a given game, so the proportion of Faerie Mastermind copies finishing on the battlefield or in the graveyard represents the active share of games where it genuinely shaped play.
Commanders that played this card
in tracked games-
1
Rootha, Mastering the Moment
43 decks
-
2
Ms. Bumbleflower
38 decks
-
3
Sonic the Hedgehog
16 decks
-
4
Alela, Cunning Conqueror
14 decks
-
5
Maralen, Fae Ascendant
12 decks
-
6
Vnwxt, Verbose Host
8 decks
-
7
Kynaios and Tiro of Meletis
7 decks
-
8
The Astonishing Ant-Man
7 decks
-
9
Fire Lord Azula
6 decks
-
10
Kenrith, the Returned King
6 decks
The commander list spans Izzet spell-copy, Simic creature synergy, and group-draw strategies, reflecting that Faerie Mastermind slots into any blue shell that expects opponents to draw multiple cards per turn.