Shatterskull Smashing // Shatterskull, the Hammer Pass card art
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Shatterskull Smashing // Shatterskull, the Hammer Pass

Sorcery // Land · Zendikar Rising (ZNR)
1%
Decklist Inclusion
Times Brought
196
Decks Running
104
In Decks
870
Decklist Inclusion
1%
Format

Final zone distribution

50 instances
36.0%
Battlefield
36.0%
Graveyard
8.0%
Exile
20.0%
Hand

The "good card" funnel

199 brought · 97 players
Brought to game
199
Ever drawn
43
Reached battlefield
28
Still on board at game end
18

Once cast, 64% 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.

≥ +4.0pp

Players who cast this card win 43% of the time (n=27) , vs 22% when it never left the library (n=133).

Observed gap +20.8pp; 95% confidence interval +4.0pp to +37.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=28
14%
T1
11%
T2
14%
T3
11%
T4
11%
T5
36%
T6-9
4%
T10+
Median 4.5 P25 3 · P75 7 · max 12
On curve 25% (3 / 28 cast on T2) Cast same turn as drawn 50%
28 of 100 times cast 28%

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.