Sign in Blood
Sign in Blood reaches the battlefield in 68% of games where it's drawn, with a median first-cast turn of 6.0 across 917 tracked Commander games on Playgroup Live.
Sign in Blood is a mono-black staple that converts 2 mana and 2 life into two cards. Across 917 tracked multiplayer Commander games on Playgroup Live, it appears in 559 of 7082 tracked decks, putting its live-play inclusion rate at 8%.
When the card reaches a player's hand, 68% of those copies are cast before the game ends. Median first cast lands on turn 6.0, reflecting a pattern where players tend to hold it for a moment rather than slamming it on curve. The on-curve rate is low, but 34% of drawn-and-cast copies were cast the same turn they were drawn, suggesting opportunity cost drives the timing more than deliberate holding.
Sign in Blood sits at the budget end of black card draw, competing with Phyrexian Arena, Night's Whisper, and Read the Bones. Its flexibility, including the option to target opponents at low life, keeps it relevant across a wide range of black-focused commanders. The commander distribution here is notably broad: 463 distinct players have brought it to a tracked game, and no single player accounts for more than a small fraction of the data.
- 8% of tracked Commander decks include Sign in Blood
- 21% draw rate across tracked participations
- 68% of drawn copies are cast before the game ends
- T6.0 median first-cast turn
- 13% on-curve cast rate, typical for a card rarely in the opening hand
- 463 distinct players have brought it to a tracked game, signaling well-spread data
First-cast turn
n=140The "good card" funnel
970 brought · 463 playersOf 970 Sign in Blood copies brought to games, 207 were drawn, and 140 of those resolved as casts before the game ended.
Players who cast this card win 27% of the time (n=131) , vs 23% when it never left the library (n=622).
When players drew this card but left it in hand, they won 30% (n=61) — 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 +4.2pp; 95% confidence interval -3.3pp to +11.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
236 instancesMost Sign in Blood copies end up in the graveyard after resolving, as expected for a sorcery. The tiny battlefield count and near-zero library residual confirm the card is doing its job: it resolves, draws cards, and goes to the yard.
Commanders that played this card
in tracked games-
1
Valgavoth, Harrower of Souls
51 decks
-
2
Sheoldred, the Apocalypse
25 decks
-
3
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
23 decks
-
4
Kardur, Doomscourge
14 decks
-
5
K'rrik, Son of Yawgmoth
12 decks
-
6
Marrow-Gnawer
12 decks
-
7
Kaalia of the Vast
10 decks
-
8
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
9 decks
-
9
Silverquill, the Disputant
9 decks
-
10
Judith, Carnage Connoisseur
8 decks
The top commander list spans mono-black and black-red builds, from Valgavoth to Sheoldred to Marrow-Gnawer, reflecting how broadly Sign in Blood slots into any deck with access to black mana.