Puresteel Paladin
Puresteel Paladin appears in 6% of tracked Commander decks and is cast 73% of the time it's drawn, with a median first-cast turn of 5.
Puresteel Paladin sits in 6% of the 9702 Commander decks tracked on Playgroup Live, a niche but deliberate slice of the format concentrated almost entirely in Equipment-focused strategies.
When the Paladin reaches a player's hand, it converts to a cast 73% of the time. That conversion rate is strong for a 2-mana creature that demands a specific deck context. Median first cast lands on turn 5, consistent with a card players prefer to develop early rather than sit on. The same-turn cast rate of 33% tells a more honest story: players do not always slam it immediately, often waiting for artifacts to already be on board before committing the mana.
The commander distribution is notably spread. 525 distinct players have brought Puresteel Paladin to a tracked game, and no single player accounts for more than a small slice of the data. That breadth, across Equipment-matter commanders from Cloud, Ex-SOLDIER to Anti-Venom, Horrifying Healer, reflects genuine format demand rather than one prolific player skewing the numbers. Battlefield stickiness of 52% is a real limitation: Puresteel is a creature in a format full of removal, and roughly half the time it resolves, it doesn't survive to end of game.
- 6% of tracked Commander decks include Puresteel Paladin
- 73% of drawn copies are cast before the game ends
- T5 median first-cast turn
- 52% battlefield stickiness once cast
- 525 distinct players have brought it to a tracked game
- 17% of casts landed exactly on curve at turn 2
First-cast turn
n=211The "good card" funnel
1342 brought · 525 playersOf 1342 Puresteel Paladins brought to games, 288 were drawn, 211 of those were cast, and 52% of resolved copies survived to the game's final zone on the battlefield.
Players who cast this card win 36% of the time (n=195) , vs 25% when it never left the library (n=879).
When players drew this card but left it in hand, they won 30% (n=65) — 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 +11.1pp; 95% confidence interval +4.4pp to +17.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
322 instancesMost Puresteel Paladins never leave the library in a given game, a structural reality of 100-card singleton rather than a statement about the card's power. Of the copies that do resolve, a meaningful share end up in the graveyard, reflecting the removal pressure Equipment creatures attract.
Commanders that played this card
in tracked games-
1
Cloud, Ex-SOLDIER
160 decks
-
2
Lightning, Army of One
32 decks
-
3
Dogmeat, Ever Loyal
30 decks
-
4
Anti-Venom, Horrifying Healer
28 decks
-
5
Jin Sakai, Ghost of Tsushima
27 decks
-
6
Captain America, First Avenger
25 decks
-
7
Cloud, Midgar Mercenary
25 decks
-
8
Ekthi, Contaminator Priest
17 decks
-
9
Noctis, Heir Apparent
12 decks
-
10
Arna Kennerüd, Skycaptain
10 decks
Cloud, Ex-SOLDIER leads by a wide margin, but the list spreads across a diverse set of Equipment-matter and Voltron commanders spanning multiple color identities, suggesting Puresteel Paladin earns inclusion on its own merits across the archetype.