Mana Vault
78% of drawn Mana Vaults are cast before the game ends, and decks that resolve it win at 36% compared to 26% when it stays buried in the library.
Mana Vault sits in 5% of the 7698 distinct decks tracked in Playgroup Live multiplayer games. That is a selective, power-focused slice of the Commander meta, not a blanket staple, and the data reflects it.
When a copy reaches a player's hand, 78% of those copies make it to the battlefield. The median first cast lands on turn 3, with a strong cluster on turn 1 when it arrives in the opening hand. That early-turn spike is the whole point: a turn-1 Mana Vault buys two free colorless mana every subsequent turn until you choose to pay 4 and untap it, or accept the trickle of upkeep damage. The cast-vs-library win-rate gap of +10.0 percentage points is a directional signal on a solid sample, suggesting the card does meaningful work when it hits.
Colorless identity means Mana Vault slots into any Commander deck that wants fast mana. The Playgroup Live dataset shows it clustering most heavily in high-powered lists led by The Ur-Dragon, Kinnan, Bonder Prodigy, and Zhulodok, Void Gorger. Its ban in Duel Commander (French) and restriction in Vintage underscore how seriously tournament organizers take its acceleration.
- 5% of tracked multiplayer Commander decks include Mana Vault
- 78% of drawn copies reach the battlefield before the game ends
- T3 median first-cast turn, with turn 1 the single most common cast
- 81% battlefield stickiness once cast
- 36% win rate in games where Mana Vault resolved, vs 26% when it stayed in the library
- 203 distinct tracked players have brought Mana Vault to a game, spread across a wide range of commanders
First-cast turn
n=145The "good card" funnel
669 brought · 203 playersOf 669 Mana Vaults brought to multiplayer games, 185 were drawn, 145 of those were cast, and 81% of resolved copies remained on the battlefield at game's end.
Players who cast this card win 36% of the time (n=143) , vs 26% when it never left the library (n=445).
When players drew this card but left it in hand, they won 26% (n=38) — 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 +10.0pp; 95% confidence interval +2.2pp to +17.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
208 instancesThe large library bucket is normal for a singleton in a 100-card deck. What stands out for Mana Vault is how high its battlefield-to-graveyard ratio is relative to how rarely it stays stuck in hand.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
12 decks
-
2
Esika, God of the Tree // The Prismatic Bridge
8 decks
-
3
Kenrith, the Returned King
8 decks
-
4
Kinnan, Bonder Prodigy
8 decks
- 5 Zhulodok, Void Gorger 8 decks
-
6
Krenko, Mob Boss
5 decks
-
7
K'rrik, Son of Yawgmoth
5 decks
-
8
Lumra, Bellow of the Woods
5 decks
- 9 Molecule Man 5 decks
-
10
Rograkh, Son of Rohgahh
5 decks
The commander list spans five-color goodstuff, mono-blue artifact synergies, and colorless big-mana strategies, reflecting that Mana Vault's colorless identity places no restrictions on where it can go.