Mystic Forge
33% of games where Mystic Forge resolved ended in a win for the caster, a +8.8 percentage-point lift over the 25% baseline when it stays in the library.
Mystic Forge sits in 3% of tracked Commander decks on Playgroup Live, a focused niche reflecting its true home: artifact-dense, colorless-heavy builds that want a repeatable stream of free casts off the top of the library. The 391 decks running it span 325 distinct players, with no single player accounting for more than a small slice of the data, which makes the signal unusually clean for a card at this inclusion level.
When Mystic Forge reaches the battlefield, 33% of those games convert to a win. Games where it never leaves the library close at 25%. That +8.8 percentage-point gap is directional and sits just above the lower confidence bound, so treat it as an early positive signal rather than a hard conclusion. The median first-cast turn is 6, consistent with a 4-mana permanent that typically needs a few turns of setup before it can be deployed and exploited.
The top-commander distribution tells the clearest story: Zhulodok, Szarekh, Ulalek, and a cluster of colorless or artifact-themed commanders dominate the inclusion list. Mystic Forge is not a generic good-stuff card. It earns its slot in decks that can reliably feed it artifact spells and colorless spells to chain off the top.
- 3% of tracked Commander decks include Mystic Forge
- 65% of drawn copies were cast before the game ended
- T6 median first-cast turn, one above its mana value
- 79% battlefield stickiness once Mystic Forge resolves
- 325 distinct players have brought Mystic Forge to a tracked game
- +8.8 percentage-point win-rate lift over the library baseline (directional)
First-cast turn
n=107The "good card" funnel
724 brought · 325 playersOf 724 Mystic Forges brought to games, 164 were drawn, 107 of those were cast, and 79% of resolved copies remained on the battlefield through the end of the game.
Players who cast this card win 33% of the time (n=105) , vs 25% when it never left the library (n=486).
When players drew this card but left it in hand, they won 16% (n=51) — 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 +8.8pp; 95% confidence interval -0.3pp to +17.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
196 instancesThe vast majority of Mystic Forge copies never leave the library, the expected structural result of a singleton in a 100-card deck. Among observed copies, the battlefield is the most common final resting place, consistent with the card's high stickiness once resolved.
Commanders that played this card
in tracked games- 1 Zhulodok, Void Gorger 30 decks
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2
Szarekh, the Silent King
26 decks
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3
Ulalek, Fused Atrocity
23 decks
- 4 Ultron, Artificial Malevolence 13 decks
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5
Dr. Madison Li
12 decks
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6
Imotekh the Stormlord
12 decks
- 7 Molecule Man 11 decks
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8
Mendicant Core, Guidelight
10 decks
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9
T'Challa, the Black Panther
10 decks
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10
Urza, Lord High Artificer
10 decks
The commander list skews heavily toward colorless and artifact-tribal strategies. Szarekh, Zhulodok, and Ulalek each clear 20 decks, signaling that Mystic Forge is a specialist inclusion rather than a broadly adopted staple.