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Part of Final Fantasy
·
Enchantment — Aura
·
Final Fantasy Commander (FIC)
Card Preview
Observed Stasis
1%
Decklist Inclusion
Times Brought
280
Decks Running
143
In Decks
797
Decklist Inclusion
1%
Format
Card text
Observed Stasis
Enchantment — Aura
Flash
Enchant creature an opponent controls
When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls.
Enchanted creature loses all abilities and can't attack or block.
Final Fantasy Commander (FIC)
·
Rare
·
Illustrated by Toni Infante
Final zone distribution
81 instances23.5%
Battlefield
43.2%
Graveyard
3.7%
Exile
29.6%
Hand
Commanders that played this card
in tracked games-
1
Y'shtola, Night's Blessed
120 decks
-
2
Fire Lord Azula
3 decks
-
3
Alisaie Leveilleur
2 decks
-
4
Alela, Cunning Conqueror
1 decks
-
5
Alphinaud Leveilleur
1 decks
-
6
Callaphe, Beloved of the Sea
1 decks
-
7
Chromium, the Mutable
1 decks
-
8
Circu, Dimir Lobotomist
1 decks
-
9
Edea, Possessed Sorceress
1 decks
-
10
Errant and Giada
1 decks
The "good card" funnel
280 brought · 141 playersBrought to game
280
Ever drawn
77
Reached battlefield
49
Still on board at game end
19
Once cast, 39% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -11.3pp
Players who cast this card win 24% of the time (n=45) , vs 21% when it never left the library (n=175).
When players drew this card but left it in hand, they won 27% (n=23) — 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 +2.2pp; 95% confidence interval -11.3pp to +15.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=49
0%
T1
2%
T2
4%
T3
2%
T4
16%
T5
41%
T6-9
35%
T10+
Median
8
P25
6
· P75
10
· max
16
On curve
8%
(1 / 49 cast on T4)
Cast same turn as drawn
30%
49 of 100 times cast
49%
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.