Mob Rule card art
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Mob Rule

{4} {R} {R} · Sorcery · Crimson Vow Commander (VOC)
0%
Decklist Inclusion
Times Brought
160
Decks Running
77
In Decks
583
Decklist Inclusion
0%
Format
Card text
Mob Rule card

Mob Rule

{4} {R} {R}
Sorcery
Choose one — • Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn. • Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Crimson Vow Commander (VOC) · Rare · Illustrated by Jakub Kasper

Final zone distribution

48 instances
4.2%
Library
20.8%
Battlefield
45.8%
Graveyard
4.2%
Exile

The "good card" funnel

160 brought · 75 players
Brought to game
160
Ever drawn
44
Reached battlefield
27
Still on board at game end
10
≥ -10.7pp

Players who cast this card win 35% of the time (n=27) , vs 27% when it never left the library (n=99).

When players drew this card but left it in hand, they won 15% (n=17) — 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 +7.9pp; 95% confidence interval -10.7pp to +26.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=27
0%
T1
0%
T2
0%
T3
0%
T4
4%
T5
78%
T6-9
19%
T10+
Median 8 P25 7 · P75 9 · max 12
On curve 15% (3 / 27 cast on T6) Cast same turn as drawn 20%
27 of 100 times cast 27%

Full analysis unlocks as more games are tracked. Stats refresh nightly.

Frequently Asked

Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). 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 660,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.