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Part of Marvel Super Heroes
·
Enchantment
·
Outlaws of Thunder Junction Commander (OTC)
Live Play Data
Mind's Dilation
2%
Live Inclusion
Times Brought
528
Decks Running
263
Median Cast Turn
7.0
Drawn → Played
62%
Format
First-cast turn
n=80
0%
T1
0%
T2
0%
T3
4%
T4
6%
T5
66%
T6-9
24%
T10+
Median
7.0
P25
6
· P75
9
· max
19
On curve
57%
(24 / 80 cast on T7)
Cast same turn as drawn
32%
The "good card" funnel
531 brought · 247 playersBrought to game
531
Ever drawn
130
Reached battlefield
80
Still on board at game end
60
Once cast, 75% 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 39% of the time (n=74) , vs 24% when it never left the library (n=328).
When players drew this card but left it in hand, they won 28% (n=45).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +15.1pp; 95% confidence interval +4.1pp to +26.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
143 instances2.1%
Library
42.0%
Battlefield
20.3%
Graveyard
7.7%
Exile
Commanders that played this card
in tracked games-
1
Mister Fantastic
49 decks
-
2
Gonti, Canny Acquisitor
29 decks
-
3
Aminatou, Veil Piercer
20 decks
-
4
Invisible Woman
19 decks
-
5
Marvo, Deep Operative
13 decks
-
6
Tasha, the Witch Queen
7 decks
-
7
Don Andres, the Renegade
6 decks
-
8
Kellan, the Kid
6 decks
-
9
Ashling, Rekindled // Ashling, Rimebound
5 decks
-
10
Sen Triplets
5 decks
Card text
Mind's Dilation
Enchantment
Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
Outlaws of Thunder Junction Commander (OTC)
·
Mythic
·
Illustrated by Iain McCaig
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. 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 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.