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Impact Tremors card art
Live Play Data

Impact Tremors

{1} {R} · Enchantment · Foundations (FDN)
9%
Live Inclusion
Times Brought
722
Decks Running
397
Median Cast Turn
5
Drawn → Played
76%
Format

38% of games where Impact Tremors resolved ended in a win for the caster, a +14.5 percentage-point lift over the 23% baseline when it never left the library.

Impact Tremors sits in 9% of Commander decks tracked on Playgroup Live, appearing in 397 of the 4296 distinct decks that have played a tracked game. For a mono-red common, that reach across creature-token strategies is a consistent signal of the card's role as a reliable damage outlet.

The cast win rate of 38% against a library baseline of 23% produces a +14.5 pp lift across 107 cast observations and 522 library observations. Both buckets are well-sampled, so this is directional evidence that resolving Impact Tremors correlates with winning. The most likely explanation is selection: the decks that draw and cast it early are the same token-flood strategies that were already favored to win.

Impact Tremors is legal in Commander, Duel Commander, Pauper Commander, and essentially every non-rotating format. It is not legal in Penny Dreadful or PreDH. The 328 unique players who have brought it to a tracked game represent a healthy spread, with no single contributor accounting for more than a small fraction of the data.

At a glance
  • 9% of tracked Commander decks include Impact Tremors
  • 76% of drawn copies reach the battlefield before the game ends
  • T5 median first-cast turn
  • 38% win rate in games where Impact Tremors resolved
  • 76% battlefield stickiness once it resolves
  • 328 unique players have brought it to a tracked game

First-cast turn

n=109
9%
T1
21%
T2
6%
T3
7%
T4
10%
T5
39%
T6-9
8%
T10+
Median 5 P25 2 · P75 7 · max 13
On curve 30% (23 / 109 cast on T2) Cast same turn as drawn 51%

The "good card" funnel

723 brought · 328 players
Brought to game
723
Ever drawn
144
Reached battlefield
109
Still on board at game end
83
76%

Of 723 Impact Tremors brought to games, 144 were drawn, 109 of those were cast, and 76% of resolved copies remained on the battlefield at game's end.

≥ +5.9pp

Players who cast this card win 38% of the time (n=107) , vs 23% when it never left the library (n=522).

When players drew this card but left it in hand, they won 13% (n=35) — 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 +14.5pp; 95% confidence interval +5.9pp to +23.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

164 instances
1.8%
Library
50.6%
Battlefield
25.6%
Graveyard
3.7%
Exile

Most tracked copies end up on the battlefield or graveyard rather than stranded in the library, a contrast with high-cmc cards that frequently never reach play in a 100-card singleton deck.

Commanders that played this card

in tracked games

Krenko, Mob Boss dominates the top-commander list, but the rest of the top ten spans at least seven distinct commanders across red-inclusive token and go-wide strategies, showing solid spread across the meta.

Frequently Asked

How often is Impact Tremors drawn in a Commander game?
Across 676 tracked games where Impact Tremors was in the deck, the draw rate is 20%. That is normal for a singleton in a 100-card deck. Of the 144 copies that reached a hand, 76% were cast before the game ended. The remainder is almost entirely a game-length effect: copies drawn very late have less time to resolve.
What turn does Impact Tremors usually land?
Median first cast is turn 5. The distribution is notably spread: a cluster lands on turn 2 (its natural casting turn), but a substantial portion of casts arrive between turns 6 and 8. That late cluster likely reflects copies drawn after the early game, not deliberate holding. The same-turn cast rate of 51% confirms players cast it quickly once they draw it.
Does casting Impact Tremors actually help you win?
In 107 participations where Impact Tremors was cast, the normalized win rate is 38%. In 522 participations where it never left the library, the rate is 23%. The +14.5 pp gap is directional and consistent across a healthy sample, but correlation with deck archetype is the most honest interpretation. Token-flood strategies that run this card were likely winning at a higher rate regardless.
Which commanders run Impact Tremors most often?
Krenko, Mob Boss leads the tracked data by a wide margin, which makes sense: Krenko generates large numbers of Goblin tokens each turn cycle, turning every activation into a Tremors trigger. Arabella, Abandoned Doll, Baylen the Haymaker, and Rin and Seri round out the top of the list. All are creature-token or go-wide strategies that can fire the trigger repeatedly in a single turn.
How sticky is Impact Tremors once it hits the battlefield?
76% of cast copies were still on the battlefield at end of game. As a 2-mana enchantment with no native protection, that number reflects that opponents often lack cheap enchantment removal or deprioritize removing a 1-damage-per-trigger effect until it is too late. In token-heavy pods the tempo cost of answering it early is real.
Is Impact Tremors banned anywhere?
Impact Tremors is legal in Commander, Duel Commander, Pauper Commander, Legacy, Modern, Pioneer, Standard, Pauper, and most other sanctioned formats. It is not legal in Penny Dreadful or PreDH. It has never been banned in Commander, where its damage scales with the number of creatures entering but remains a one-at-a-time trigger rather than a mass effect.