Siege-Gang Commander
Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.
Final zone distribution
86 instancesCommanders that played this card
in tracked games-
1
Krenko, Mob Boss
57 decks
-
2
Sauron, Lord of the Rings
31 decks
-
3
Zada, Hedron Grinder
27 decks
-
4
Zinnia, Valley's Voice
20 decks
-
5
Zurgo Stormrender
8 decks
-
6
Grenzo, Dungeon Warden
7 decks
-
7
Neyali, Suns' Vanguard
7 decks
-
8
The Great Goblin
7 decks
-
9
Arabella, Abandoned Doll
5 decks
-
10
General Kreat, the Boltbringer
3 decks
The "good card" funnel
370 brought · 180 playersOnce cast, 65% 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.
Players who cast this card win 30% of the time (n=43) , vs 25% when it never left the library (n=216).
When players drew this card but left it in hand, they won 20% (n=20) — 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 +4.3pp; 95% confidence interval -3.5pp to +12.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=55Full analysis unlocks as more games are tracked. Stats refresh nightly.