Spark Double
Spark Double appears in 7% of tracked multiplayer Commander decks, and when drawn it reaches the battlefield 64% of the time, with a median first cast on turn 7.0.
Spark Double sits in 7% of the 7624 distinct decks that have played a tracked multiplayer game on Playgroup Live, placing it firmly in niche-staple territory rather than universal auto-include. Its power is entirely contingent on having something worth copying, which explains both who runs it and when it shows up.
Of 264 drawn copies across 964 tracked games, 64% were cast before the game ended. Median first cast lands on turn 7.0, later than its 4-mana cost alone would suggest. That delay reflects how the card is used: players tend to hold it until a high-value target is already on the battlefield. The hand-to-cast data bears this out. On average a drawn copy sits in hand for roughly two turns before being played, and only 29% of instances are cast on the same turn they are drawn.
Spark Double is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, and Timeless. It is not legal in Pauper or Pauper Commander. The concentration data is a genuine strength of the dataset: 459 distinct players have brought this card to a tracked game, and no single player accounts for more than a small fraction of the observations.
- 7% of tracked multiplayer Commander decks include Spark Double
- T7.0 median first-cast turn, reflecting deliberate timing around a copy target
- 64% of drawn copies reach the battlefield before the game ends
- 54% battlefield stickiness once cast, lower than many permanents due to it being a high-value removal target
- 459 distinct players have brought Spark Double to a tracked game, giving broad data coverage
- 8% of casts land exactly on curve at turn 4, most copies are held and played later
First-cast turn
n=168The "good card" funnel
1010 brought · 459 playersOf 1010 Spark Double copies brought to multiplayer games, 264 were drawn, 168 of those were cast, and the remainder reflect games that ended before the card could be played or further interacted with.
Players who cast this card win 31% of the time (n=155) , vs 22% when it never left the library (n=608).
When players drew this card but left it in hand, they won 26% (n=85) — 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 +9.5pp; 95% confidence interval +2.1pp to +16.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
289 instancesMost Spark Double instances never leave the library, a structural reality of 100-card singleton. Of those that did reach play, the graveyard is the most common final destination, reflecting how aggressively opponents remove a card that can duplicate their biggest threats.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
107 decks
-
2
Jin Sakai, Ghost of Tsushima
15 decks
-
3
Loki, the Deceiver
13 decks
-
4
Zndrsplt, Eye of Wisdom
13 decks
-
5
Atraxa, Praetors' Voice
12 decks
-
6
Commodore Guff
11 decks
-
7
Koma, Cosmos Serpent
9 decks
-
8
The Mindskinner
9 decks
-
9
Miirym, Sentinel Wyrm
8 decks
-
10
Captain N'ghathrod
7 decks
Doctor Doom, King of Latveria dominates the top-commanders list by a wide margin, underscoring that Spark Double's strongest home right now is decks built around a single powerful legendary creature that benefits from a non-legendary second copy.