Sram, Senior Edificer
75% of drawn Sram copies reach the battlefield, and the median first cast lands on turn 4.0, confirming him as one of White's most reliably executed card-draw engines in Commander.
Sram, Senior Edificer sits in 527 of the 8036 Commander decks tracked on Playgroup Live, a 7% inclusion rate that reflects his narrow but loyal home in Aura, Equipment, and Vehicle strategies. When he hits a hand, 75% of those copies are cast before the game ends.
The median first-cast turn is 4.0, though the distribution skews early: a cluster of copies land on turns 1 and 2, pulled from opening hands into decks built around maximizing his trigger from the very first turn. Once he resolves, 55% of cast Srams remain on the battlefield at game's end, a sign that opponents don't always prioritize removing him immediately.
Sram is legal in Commander and is not played as a commander himself in the multiplayer data here. He shows up as a 99-card engine piece across a wide spread of White-aligned commanders, from Aura-focused builds to Equipment voltron strategies. With 465 distinct players having brought him to tracked games, the dataset is well-distributed rather than dominated by any single pilot.
- 7% of tracked Commander decks include Sram, Senior Edificer
- 75% of drawn copies are cast before the game ends
- T4.0 median first-cast turn
- 55% battlefield stickiness once cast
- 465 distinct players have brought Sram to a tracked game
- 170 total casts recorded across tracked games
First-cast turn
n=170The "good card" funnel
1020 brought · 465 playersOf 1020 Srams brought to games, 227 were drawn, 170 of those were cast, and 55% of cast copies were still on the battlefield when the game ended.
Players who cast this card win 25% of the time (n=162) , vs 26% when it never left the library (n=667).
When players drew this card but left it in hand, they won 28% (n=51) — 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 -0.8pp; 95% confidence interval -7.6pp to +6.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
252 instancesMost Srams never leave the library, which is structural for a singleton in a 100-card deck. Of the copies that do move, the battlefield is the most common final stop, ahead of the graveyard.
Commanders that played this card
in tracked games-
1
Killian, Decisive Mentor
84 decks
-
2
Cloud, Ex-SOLDIER
53 decks
-
3
Lightning, Army of One
25 decks
-
4
Cloud, Midgar Mercenary
22 decks
-
5
Eriette of the Charmed Apple
22 decks
-
6
Anti-Venom, Horrifying Healer
20 decks
-
7
Light-Paws, Emperor's Voice
16 decks
-
8
Captain America, First Avenger
15 decks
-
9
Shorikai, Genesis Engine
13 decks
-
10
Dáin of the Ancient Halls
12 decks
Killian, Decisive Mentor commands a clear lead in the deck count, but the presence of Equipment, Aura, and Vehicle commanders across multiple color identities shows Sram is no single-archetype staple.