Live Play Data
Glorious Sunrise
1%
Live Inclusion
Times Brought
349
Decks Running
169
Median Cast Turn
7
Drawn → Played
62%
Format
First-cast turn
n=47
0%
T1
0%
T2
6%
T3
11%
T4
11%
T5
60%
T6-9
13%
T10+
Median
7
P25
5
· P75
8
· max
13
On curve
28%
(5 / 47 cast on T5)
Cast same turn as drawn
24%
The "good card" funnel
350 brought · 165 playersBrought to game
350
Ever drawn
76
Reached battlefield
47
Still on board at game end
36
Once cast, 77% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -8.7pp
Players who cast this card win 30% of the time (n=43) , vs 25% when it never left the library (n=228).
When players drew this card but left it in hand, they won 25% (n=27).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +4.8pp; 95% confidence interval -8.7pp to +18.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
90 instances4.4%
Library
40.0%
Battlefield
24.4%
Graveyard
3.3%
Exile
Commanders that played this card
in tracked games-
1
Bello, Bard of the Brambles
68 decks
-
2
Arahbo, Roar of the World
6 decks
-
3
Gargos, Vicious Watcher
5 decks
-
4
Anzrag, the Quake-Mole
4 decks
-
5
Balthier and Fran
3 decks
-
6
Ellivere of the Wild Court
3 decks
-
7
Ayula, Queen Among Bears
2 decks
-
8
Azusa, Lost but Seeking
2 decks
-
9
Kibo, Uktabi Prince
2 decks
-
10
Myrkul, Lord of Bones
2 decks
Card text
Glorious Sunrise
Enchantment
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "
: Add 

" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Innistrad: Crimson Vow (VOW)
·
Rare
·
Illustrated by Andreas Zafiratos
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 720,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.