Feed the Swarm
Feed the Swarm sits in 16% of tracked Commander decks on Playgroup Live, drawn 23% of the time and cast on a median turn 6, making it Black's most-played answer to enchantments in the dataset.
Feed the Swarm fills a gap Black has historically lacked: the ability to destroy enchantments. It appears in 1279 of the 7881 distinct Commander decks tracked on Playgroup Live, an inclusion rate of 16%. That rate reflects genuine utility demand, not clustering around a single archetype or player group. Data spans 938 unique players, and the single heaviest contributor accounts for under 2% of all tracked instances.
The card resolves to the graveyard, so the mechanical story is straightforward: a 2-mana sorcery that trades card parity for targeted permanent removal, with a life-loss rider equal to the target's mana value. Players cast it on median turn 6, well past the on-curve window, which is expected for a reactive spell held until an appropriate target appears. Of the 567 times it reached a hand, 60% of those copies were cast before the game ended.
Because Black's enchantment removal options in Commander are genuinely narrow, Feed the Swarm competes with a very short list of alternatives. Its common rarity and broad legality across formats mean it reaches tables at every power level, from precon upgrades to tuned builds.
- 16% of tracked Commander decks include Feed the Swarm
- 23% draw rate across tracked game participations
- 60% of drawn copies were cast before the game ended
- T6 median first-cast turn, consistent with holding for the right target
- 938 unique players have brought this card to a tracked game
First-cast turn
n=339The "good card" funnel
2447 brought · 938 playersOf 2447 copies brought to games, 567 were drawn and 339 of those were cast, a funnel consistent with a reactive spell held until the right threat appears.
Players who cast this card win 23% of the time (n=320) , vs 23% when it never left the library (n=1572).
When players drew this card but left it in hand, they won 30% (n=204) — 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 +0.6pp; 95% confidence interval -4.1pp to +5.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
659 instancesThe graveyard is the expected destination for a sorcery: the overwhelming majority of cast copies end there, with a small share exiled by opponents and almost none remaining on the battlefield or in hand by game's end.
Commanders that played this card
in tracked games-
1
Valgavoth, Harrower of Souls
64 decks
-
2
Sauron, the Dark Lord
49 decks
-
3
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
37 decks
-
4
Felothar the Steadfast
36 decks
-
5
Sauron, Lord of the Rings
35 decks
-
6
Wilhelt, the Rotcleaver
28 decks
-
7
Captain N'ghathrod
25 decks
-
8
Admiral Brass, Unsinkable
22 decks
-
9
Sheoldred, the Apocalypse
20 decks
-
10
Kardur, Doomscourge
18 decks
The top ten commanders span Grixis, Rakdos, Abzan, mono-Black, and Dimir builds, showing Feed the Swarm earns its slot across a wide slice of the Black-inclusive meta rather than clustering in one archetype.