Mystic Forge
30% of games where Mystic Forge resolved ended in a win for the caster, a +5.9 percentage-point lift over the 24% 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 566 decks running it span 460 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, 30% of those games convert to a win. Games where it never leaves the library close at 24%. That +5.9 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
- 69% 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
- 460 distinct players have brought Mystic Forge to a tracked game
- +5.9 percentage-point win-rate lift over the library baseline (directional)
First-cast turn
n=181The "good card" funnel
1108 brought · 460 playersOf 1108 Mystic Forges brought to games, 261 were drawn, 181 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 30% of the time (n=167) , vs 24% when it never left the library (n=703).
When players drew this card but left it in hand, they won 20% (n=72) — 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 +5.9pp; 95% confidence interval -1.2pp to +13.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
301 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 54 decks
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2
Szarekh, the Silent King
42 decks
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3
Ulalek, Fused Atrocity
36 decks
- 4 Ultron, Artificial Malevolence 22 decks
- 5 Molecule Man 20 decks
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6
Imotekh the Stormlord
19 decks
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7
Dr. Madison Li
16 decks
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8
Urza, Lord High Artificer
14 decks
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9
T'Challa, the Black Panther
12 decks
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10
Mendicant Core, Guidelight
11 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.