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Part of Fallout
·
Enchantment
·
Modern Masters 2015 (MM2)
Card Preview
Inexorable Tide
2%
Decklist Inclusion
Times Brought
833
Decks Running
370
In Decks
2435
Decklist Inclusion
2%
Format
Card text
Inexorable Tide
Enchantment
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Modern Masters 2015 (MM2)
·
Rare
·
Illustrated by Dave Kendall
Final zone distribution
189 instances3.7%
Library
28.6%
Battlefield
27.0%
Graveyard
4.8%
Exile
Commanders that played this card
in tracked games-
1
Tidus, Yuna's Guardian
73 decks
-
2
The Wise Mothman
71 decks
-
3
Atraxa, Praetors' Voice
54 decks
-
4
Kratos, Stoic Father
19 decks
-
5
Yuna, Grand Summoner
15 decks
-
6
Kilo, Apogee Mind
9 decks
-
7
Kros, Defense Contractor
9 decks
-
8
Toxrill, the Corrosive
7 decks
-
9
Inspirit, Flagship Vessel
6 decks
-
10
Atreus, Impulsive Son
4 decks
The "good card" funnel
833 brought · 355 playersBrought to game
833
Ever drawn
155
Reached battlefield
68
Still on board at game end
54
Once cast, 79% 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.
≥ -4.1pp
Players who cast this card win 27% of the time (n=61) , vs 20% when it never left the library (n=556).
When players drew this card but left it in hand, they won 19% (n=81) — 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 +6.7pp; 95% confidence interval -4.1pp to +17.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=68
0%
T1
1%
T2
1%
T3
13%
T4
19%
T5
49%
T6-9
16%
T10+
Median
7.0
P25
5
· P75
9
· max
16
On curve
35%
(13 / 68 cast on T5)
Cast same turn as drawn
22%
68 of 100 times cast
68%
Full analysis unlocks as more games are tracked. Stats refresh nightly.
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). 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 660,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.