Mindcrank
Mindcrank appears in 2% of tracked multiplayer Commander decks on Playgroup Live, and 80% of drawn copies reach the battlefield, with a median first-cast turn of 5.
Mindcrank is a niche but deliberate include: present in 2% of tracked multiplayer Commander decks across 17176 total decks in the dataset. Players who sleeve it up know exactly what they're doing. Its colorless identity lets it slot into any strategy that pairs life-loss pressure with library attrition.
When Mindcrank reaches a hand it gets cast 80% of the time. Median first cast lands on turn 5, which is later than its 2-mana cost might suggest. That gap reflects a deliberate deployment choice: players tend to wait until they have a damage or life-loss trigger ready to pair with it. The 41% same-turn cast rate confirms roughly half of drawn copies are held at least one turn before resolving.
The commander distribution skews heavily toward mill and life-loss strategies. The Wise Mothman and Captain N'ghathrod lead the field, consistent with Mindcrank's natural home in Dimir and Sultai graveyard-pressure shells. Its colorless color identity means nearly any commander can theoretically run it, but in practice the card earns its slot in decks built around milling opponents out.
- 2% of tracked multiplayer Commander decks include Mindcrank
- 80% of drawn copies are cast before the game ends
- T5 median first-cast turn, later than its 2-mana cost implies
- 65% battlefield stickiness once cast
- 268 distinct players have brought Mindcrank to a tracked game
- 24% draw rate, typical for a singleton in a 100-card deck
First-cast turn
n=119The "good card" funnel
625 brought · 268 playersOf 625 Mindcranks brought to tracked multiplayer games, 148 were drawn, 119 of those were cast, and 65% of resolved copies remained on the battlefield at game's end.
Players who cast this card win 18% of the time (n=110) , vs 24% when it never left the library (n=375).
When players drew this card but left it in hand, they won 33% (n=25) — 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 -5.3pp; 95% confidence interval -13.3pp to +2.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
179 instancesMost Mindcranks that enter a game end it on the battlefield or graveyard. The tiny library share means drawn copies rarely go unacted upon, which sets it apart from lower-impact singletons.
Commanders that played this card
in tracked games-
1
The Wise Mothman
54 decks
-
2
Captain N'ghathrod
52 decks
-
3
Y'shtola, Night's Blessed
18 decks
-
4
Phenax, God of Deception
12 decks
-
5
The Mindskinner
12 decks
-
6
Nekusar, the Mindrazer
11 decks
-
7
Hope Estheim
10 decks
-
8
Bruvac the Grandiloquent
9 decks
-
9
Umbris, Fear Manifest
7 decks
-
10
Valgavoth, Harrower of Souls
7 decks
The Wise Mothman and Captain N'ghathrod dominate the top slots, pointing to Dimir and Sultai mill as Mindcrank's primary home. The spread across multiple commanders reflects its colorless identity opening the door to a wide range of strategies.