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Part of Outlaws of Thunder Junction
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#25 in Red Commander Staples
·
Instant
·
Outlaws of Thunder Junction (OTJ)
Live Play Data
Great Train Heist
3%
Live Inclusion
Times Brought
1474
Decks Running
676
Median Cast Turn
7.0
Drawn → Played
45%
Format
First-cast turn
n=138
1%
T1
1%
T2
0%
T3
5%
T4
17%
T5
66%
T6-9
11%
T10+
Median
7.0
P25
6
· P75
8
· max
12
On curve
1%
(1 / 138 cast on T1)
Cast same turn as drawn
28%
The "good card" funnel
1474 brought · 591 playersBrought to game
1474
Ever drawn
307
Reached battlefield
138
Still on board at game end
24
≥ +0.9pp
Players who cast this card win 39% of the time (n=124) , vs 30% when it never left the library (n=993).
When players drew this card but left it in hand, they won 20% (n=155).
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 +9.3pp; 95% confidence interval +0.9pp to +17.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
336 instances4.8%
Library
7.1%
Battlefield
40.8%
Graveyard
7.7%
Exile
Commanders that played this card
in tracked games-
1
Zada, Hedron Grinder
48 decks
-
2
Raph & Mikey, Troublemakers
36 decks
-
3
Krenko, Mob Boss
31 decks
-
4
Massimo, the Magician
27 decks
-
5
Smaug the Magnificent
23 decks
-
6
Riku of Many Paths
22 decks
-
7
Vihaan, Goldwaker
22 decks
-
8
Fire Lord Zuko
16 decks
-
9
Ureni of the Unwritten
15 decks
-
10
Vincent, Vengeful Atoner
13 decks
Card text
Great Train Heist
Instant
Spree (Choose one or more additional costs.)
+ 
— Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Outlaws of Thunder Junction (OTJ)
·
Rare
·
Illustrated by Campbell White
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 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.