collections_bookmark Part of Secrets of Strixhaven
Sram, Senior Edificer card art
Live Play Data

Sram, Senior Edificer

{1} {W} · Legendary Creature — Dwarf Advisor · Secrets of Strixhaven Commander (SOC)
6%
Live Inclusion
Times Brought
676
Decks Running
356
Median Cast Turn
4.0
Drawn → Played
75%
Format

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 356 of the 5552 Commander decks tracked on Playgroup Live, a 6% 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, 53% 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 328 distinct players having brought him to tracked games, the dataset is well-distributed rather than dominated by any single pilot.

At a glance
  • 6% of tracked Commander decks include Sram, Senior Edificer
  • 75% of drawn copies are cast before the game ends
  • T4.0 median first-cast turn
  • 53% battlefield stickiness once cast
  • 328 distinct players have brought Sram to a tracked game
  • 114 total casts recorded across tracked games

First-cast turn

n=114
7%
T1
25%
T2
13%
T3
11%
T4
13%
T5
23%
T6-9
8%
T10+
Median 4.0 P25 2 · P75 6 · max 12
On curve 32% (28 / 114 cast on T2) Cast same turn as drawn 39%

The "good card" funnel

676 brought · 328 players
Brought to game
676
Ever drawn
152
Reached battlefield
114
Still on board at game end
63
75%

Of 676 Srams brought to games, 152 were drawn, 114 of those were cast, and 53% of cast copies were still on the battlefield when the game ended.

≥ -10.0pp

Players who cast this card win 25% of the time (n=108) , vs 26% when it never left the library (n=458).

When players drew this card but left it in hand, they won 27% (n=36) — 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 -1.9pp; 95% confidence interval -10.0pp to +6.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

167 instances
5.4%
Library
37.7%
Battlefield
32.3%
Graveyard
9.6%
Exile

Most 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

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.

Frequently Asked

How often is Sram drawn in a Commander game?
Across 626 tracked games where Sram was in the deck, he was drawn 22% of the time. That's a reasonable rate for a singleton in a 100-card deck. Of 152 instances that reached a hand, 75% were cast before the game concluded. The remainder largely reflects games that ended before the player had the opportunity to cast him.
What turn does Sram typically get cast?
Median first cast is turn 4.0. The distribution skews early: a notable cluster appears on turns 1 and 2, consistent with players keeping opening hands that contain him and the right Equipment or Aura payoffs. The p75 is turn 6, so late-game copies do occur, particularly when Sram is drawn mid-game into a stalled board.
Does casting Sram actually improve your win rate?
The multiplayer data shows a cast win rate of 25% versus a library win rate of 26%, a delta of -1.9 percentage points. Both buckets have sufficient observations to be directionally informative, but the difference is small and within normal variance for the dataset size. The early signal does not show a strong win-rate lift from casting him; his value is better understood through card advantage generated over multiple turns rather than a single-game outcome bump.
How sticky is Sram once he hits the battlefield?
53% of cast Srams are still on the battlefield at game's end. For a 2-mana creature with no built-in protection, that's a meaningful survival rate. It suggests that in pods where Sram is present, removal is often reserved for more immediate threats, or that the games he appears in resolve before opponents get a chance to answer him.
Is Sram banned anywhere?
Sram is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, and Oathbreaker, among other formats. He is not legal in Standard, Pauper, Pauper Commander, or Premodern. There are no current bans or restrictions for Commander.
Which commanders run Sram most often?
On Playgroup Live, Killian, Decisive Mentor leads by a wide margin, followed by Cloud, Ex-SOLDIER and Lightning, Army of One. The spread across multiple color identities and archetypes reflects Sram's versatility: any White-inclusive commander that leans on Auras, Equipment, or Vehicles can slot him in as a low-cost draw engine. The commander list is well-distributed rather than concentrated in a single archetype.