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Part of Marvel Super Heroes
·
Sorcery
·
Marvel Super Heroes (MSH)
Live Play Data
Murdock's Crusade
0%
Live Inclusion
Times Brought
221
Decks Running
60
Median Cast Turn
8.5
Drawn → Played
53%
Format
First-cast turn
n=26
4%
T1
0%
T2
0%
T3
0%
T4
15%
T5
50%
T6-9
31%
T10+
Median
8.5
P25
6
· P75
10
· max
14
On curve
4%
(0 / 26 cast on T2)
Cast same turn as drawn
36%
The "good card" funnel
221 brought · 65 playersBrought to game
221
Ever drawn
49
Reached battlefield
26
Still on board at game end
1
≥ -2.3pp
Players who cast this card win 24% of the time (n=23) , vs 9% when it never left the library (n=152).
When players drew this card but left it in hand, they won 13% (n=19).
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 +15.2pp; 95% confidence interval -2.3pp to +32.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
52 instances5.8%
Library
1.9%
Battlefield
44.2%
Graveyard
5.8%
Exile
Commanders that played this card
in tracked games-
1
Daredevil, Man Without Fear
10 decks
-
2
The Second Doctor
8 decks
-
3
Vislor Turlough
7 decks
-
4
Captain America, Team Leader
4 decks
-
5
Captain America, Living Legend
3 decks
-
6
Nick Fury, Agent of S.H.I.E.L.D.
3 decks
-
7
Black Panther, Claws of Bast
2 decks
-
8
Dark Leo & Shredder
2 decks
-
9
King T'Challa // Black Panther, Hope Enduring
2 decks
-
10
Mabel, Valley Hero
2 decks
Card text
Murdock's Crusade
Sorcery
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Street Justice — Exile target creature with toughness 4 or greater.
• Legal Justice — Exile target enchantment with mana value 4 or greater.
Marvel Super Heroes (MSH)
·
Common
·
Illustrated by Gal Or
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 780,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.