Sign in Blood
Sign in Blood reaches the battlefield in 69% of games where it's drawn, with a median first-cast turn of 6.0 across 1133 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 1133 tracked multiplayer Commander games on Playgroup Live, it appears in 669 of 8560 tracked decks, putting its live-play inclusion rate at 8%.
When the card reaches a player's hand, 69% 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 32% 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: 546 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
- 22% draw rate across tracked participations
- 69% 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
- 546 distinct players have brought it to a tracked game, signaling well-spread data
First-cast turn
n=182The "good card" funnel
1194 brought · 546 playersOf 1194 Sign in Blood copies brought to games, 264 were drawn, and 182 of those resolved as casts before the game ended.
Players who cast this card win 29% of the time (n=169) , vs 22% when it never left the library (n=765).
When players drew this card but left it in hand, they won 30% (n=77) — 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 +6.9pp; 95% confidence interval +0.1pp to +13.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
304 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
57 decks
-
2
Sheoldred, the Apocalypse
30 decks
-
3
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
29 decks
-
4
Kardur, Doomscourge
21 decks
-
5
K'rrik, Son of Yawgmoth
14 decks
-
6
Marrow-Gnawer
12 decks
-
7
Silverquill, the Disputant
12 decks
-
8
Kaalia of the Vast
11 decks
-
9
Teysa Karlov
10 decks
-
10
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
9 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.