Siege-Gang Commander
Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.
Siege-Gang Commander
Final zone distribution
91 instancesCommanders that played this card
in tracked games-
1
Krenko, Mob Boss
61 decks
-
2
Sauron, Lord of the Rings
36 decks
-
3
Zada, Hedron Grinder
34 decks
-
4
Zinnia, Valley's Voice
20 decks
-
5
Zurgo Stormrender
9 decks
-
6
The Great Goblin
8 decks
-
7
Grenzo, Dungeon Warden
7 decks
-
8
Neyali, Suns' Vanguard
7 decks
-
9
Arabella, Abandoned Doll
5 decks
-
10
General Kreat, the Boltbringer
3 decks
The "good card" funnel
406 brought · 195 playersOnce cast, 67% 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=46) , vs 26% when it never left the library (n=237).
When players drew this card but left it in hand, they won 24% (n=23).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +3.8pp; 95% confidence interval -3.7pp to +11.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.