Gamble
7% of tracked Commander decks run Gamble, and when it lands a player's hand it reaches the stack 71% 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 587 of the 8762 distinct Commander decks tracked on Playgroup Live, an inclusion rate of 7%. 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 288 times a copy reached a player's hand across 1053 tracked games, 71% 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. 50% 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. 465 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.
- 7% of tracked Commander decks include Gamble
- 71% of drawn Gambles reach the stack before the game ends
- T5 median first-cast turn across all tracked instances
- 50% of cast copies resolved on the same turn they were drawn
- 465 distinct players have brought Gamble to a tracked game
- 10% of casts landed on-curve for this 1-mana spell
First-cast turn
n=205The "good card" funnel
1199 brought · 465 playersOf 1199 Gambles brought to tracked games, 288 were drawn, 205 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=179) , vs 26% when it never left the library (n=746).
When players drew this card but left it in hand, they won 32% (n=77) — 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 +7.5pp; 95% confidence interval +0.5pp to +14.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
329 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
37 decks
-
2
Etali, Primal Conqueror // Etali, Primal Sickness
17 decks
-
3
Vivi Ornitier
17 decks
-
4
Rograkh, Son of Rohgahh
14 decks
-
5
Mr. House, President and CEO
12 decks
-
6
Zndrsplt, Eye of Wisdom
11 decks
-
7
Doctor Doom, King of Latveria
9 decks
-
8
Kaalia of the Vast
9 decks
-
9
Kefka, Court Mage // Kefka, Ruler of Ruin
9 decks
-
10
Flubs, the Fool
8 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 587 decks running the card.