Gamble
6% of tracked Commander decks run Gamble, and when it lands a player's hand it reaches the stack 66% of the time, with a median first cast on turn 5.
Gamble searches your entire library for any card, then makes you sweat: discard a card at random. That tension is the whole story. It appears in 372 of the 6114 distinct Commander decks tracked on Playgroup Live, an inclusion rate of 6%. That figure is narrow by design. Gamble is not a generalist; it earns its slot in decks built to mitigate the discard or to find a single specific combo piece worth the gamble.
Of the 176 times a copy reached a player's hand across 635 tracked games, 66% were cast before the game ended. Median first cast lands on turn 5, slightly later than you might expect for a one-mana spell. That timing reflects a real pattern: players often wait for a moment when the discard risk is lower, either because their hand is small or because they have a way to recover the discarded card. 54% of drawn copies that were eventually cast resolved on the same turn they were drawn, confirming that when players pull the trigger, they rarely wait.
The commander spread is genuinely wide. 292 distinct players have brought Gamble to a tracked game, and no single contributor accounts for more than a small fraction of instances, which gives the dataset real breadth. Red-primary combo and tutor-hungry shells dominate the top commander slots, from Krenko, Mob Boss to Mr. House, President and CEO.
- 6% of tracked Commander decks include Gamble
- 66% of drawn Gambles reach the stack before the game ends
- T5 median first-cast turn across all tracked instances
- 54% of cast copies resolved on the same turn they were drawn
- 292 distinct players have brought Gamble to a tracked game
- 13% of casts landed on-curve for this 1-mana spell
First-cast turn
n=117The "good card" funnel
723 brought · 292 playersOf 723 Gambles brought to tracked games, 176 were drawn, 117 of those were cast, and nearly all resolved directly to the graveyard as expected for a sorcery.
Players who cast this card win 34% of the time (n=111) , vs 27% when it never left the library (n=462).
When players drew this card but left it in hand, they won 35% (n=55) — 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 +7.0pp; 95% confidence interval -1.7pp to +15.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
199 instancesGamble is a sorcery that resolves to the graveyard, so the dominant final zone is graveyard; most copies that were never interacted with simply stayed in the library for the whole game, which is the normal fate of any singleton in a 100-card deck.
Commanders that played this card
in tracked games-
1
Krenko, Mob Boss
19 decks
-
2
Mr. House, President and CEO
9 decks
-
3
Zndrsplt, Eye of Wisdom
8 decks
-
4
Etali, Primal Conqueror // Etali, Primal Sickness
7 decks
-
5
Kefka, Court Mage // Kefka, Ruler of Ruin
7 decks
-
6
Vivi Ornitier
7 decks
-
7
Kaalia of the Vast
6 decks
-
8
Norin the Wary
6 decks
-
9
Rograkh, Son of Rohgahh
6 decks
-
10
Kratos, God of War
5 decks
The commander distribution is spread across many red-inclusive strategies, with Krenko, Mob Boss holding the largest single share at 17 decks, a relatively small concentration given the total pool of 372 decks running the card.