Infernal Grasp
75% of drawn Infernal Grasps are cast before the game ends, and the card appears in 598 of 6609 tracked Commander decks on Playgroup Live, with a median first-cast turn of 7.0.
Infernal Grasp earns its slot through raw efficiency: 2 mana, unconditional creature removal, 2 life lost. Across 1030 tracked multiplayer Commander games on Playgroup Live, it sits in 598 of 6609 distinct decks, and 75% of drawn copies reach the stack before the game closes.
The card resolves to the graveyard by design, so the meaningful journey is brought to drawn to cast. Of 1101 instances brought to games, 254 were drawn and 190 were cast. The median first-cast turn of 7.0 reflects how Infernal Grasp behaves in practice: players tend to hold it until a high-value target presents itself rather than trading it away early. The hand-to-cast data backs this up. Drawn copies sat in hand a median of 2 turns before being fired off, and only 22% were cast on the same turn they were drawn.
Because Infernal Grasp is a mono-black card (color identity B), it slots cleanly into any black Commander deck. Its presence across 501 distinct tracked players with no single contributor exceeding 23% of the dataset suggests the data is well-spread, lending early confidence to the pattern.
- 9% of tracked Commander decks include Infernal Grasp
- 75% of drawn copies are cast before the game ends
- T7.0 median first-cast turn across observed games
- 22% cast on the same turn they were drawn, indicating deliberate timing
- 501 distinct players have brought Infernal Grasp to a tracked game
- 23% draw rate, expected for a singleton in a 100-card deck
First-cast turn
n=190The "good card" funnel
1101 brought · 501 playersOf 1101 Infernal Grasps brought to games, 254 were drawn and 190 of those were cast, reflecting a draw-to-play rate of 75% once the card reaches a hand.
Players who cast this card win 23% of the time (n=181) , vs 23% when it never left the library (n=729).
When players drew this card but left it in hand, they won 24% (n=55) — 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 +0.6pp; 95% confidence interval -5.6pp to +6.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
292 instancesMost Infernal Grasps end the game in the graveyard after resolving, with a small number remaining in hand when the game closes. The near-zero battlefield count is expected for an instant that resolves immediately.
Commanders that played this card
in tracked games-
1
Dina, Essence Brewer
73 decks
-
2
Hearthhull, the Worldseed
48 decks
-
3
Valgavoth, Harrower of Souls
43 decks
-
4
Auntie Ool, Cursewretch
36 decks
-
5
Felothar the Steadfast
32 decks
-
6
Sheoldred, the Apocalypse
14 decks
-
7
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
10 decks
-
8
Alela, Cunning Conqueror
9 decks
-
9
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
7 decks
-
10
Vren, the Relentless
7 decks
Dina, Essence Brewer leads the tracked commander list by a notable margin, consistent with her life-drain strategy offsetting the spell's 2-life cost. The broader list spans Grixis, Jund, and pure black strategies.