Mana Drain
Mana Drain resolves and wins 38% of those games on Playgroup Live, a +11.2 percentage-point lift over decks where it sat uncast, making it one of the clearest positive signals in the tracked dataset.
Mana Drain sits in 13% of decks in the Playgroup Live multiplayer dataset, a figure that reflects its steep mana cost in color-identity terms and its mythic rarity, not any doubt about its power. Casting it correlates with a +11.2 percentage-point win-rate lift over participations where it never left the library, and that lower-bound confidence interval clears zero, giving this the strongest directional signal in the tracked card set.
The card is fundamentally a tempo play that doubles as ramp. Countering a four-mana spell and then adding four colorless mana to your next main phase lets you chain into a follow-up threat on the same turn cycle. That sequencing pressure is why the cast-turn distribution clusters between turns 5 and 8: players are waiting for an opponent to commit something meaningful before pulling the trigger. Median first cast lands on turn 6.0, and only 3% of casts land exactly on curve, which reflects deliberate timing rather than inability to cast it.
Mana Drain is legal in Commander and Vintage, banned in Legacy, Duel Commander, and Historic, and not legal in most other formats. In Commander it functions as a premium interaction piece for any blue deck willing to run double-blue mana requirements.
- 13% of tracked multiplayer Commander decks include Mana Drain
- 57% of drawn copies are cast before the game ends
- T6.0 median first-cast turn, reflecting deliberate timing for maximum mana payoff
- 38% win rate in games where Mana Drain resolved
- +11.2pp win-rate lift over participations where it sat in the library all game
- 694 distinct players have brought Mana Drain to a tracked game, indicating broad spread across the player base
First-cast turn
n=358The "good card" funnel
2278 brought · 694 playersOf 2278 Mana Drains brought to games, 623 were drawn, 358 of those were cast, and the card's timing-sensitive nature means more than three-quarters of drawn copies wait at least a turn in hand before being deployed.
Players who cast this card win 38% of the time (n=332) , vs 26% when it never left the library (n=1397).
When players drew this card but left it in hand, they won 40% (n=235) — 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 +11.2pp; 95% confidence interval +6.0pp to +16.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
687 instancesThe majority of Mana Drain instances never leave the library, the expected structural result for any singleton in a 100-card deck. Among the copies that were interacted with, most finished in the graveyard after resolving, as expected for an instant.
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
23 decks
-
2
The Ur-Dragon
21 decks
-
3
Oloro, Ageless Ascetic
20 decks
-
4
Sauron, the Dark Lord
20 decks
-
5
Grand Arbiter Augustin IV
14 decks
-
6
Jin Sakai, Ghost of Tsushima
14 decks
-
7
Ms. Bumbleflower
14 decks
-
8
Namor the Sub-Mariner
14 decks
-
9
Vivi Ornitier
14 decks
-
10
Urza, Lord High Artificer
13 decks
The top-commander list spans mono-blue, Dimir, Azorius, Jeskai, Sultai, and five-color commanders, showing that Mana Drain earns its slot across a broad range of blue-identity strategies rather than concentrating in one archetype.