Thrill of Possibility
72% of drawn Thrill of Possibility copies are cast before the game ends, and games where it resolves show a +9.3 percentage-point win-rate lift over games where it never left the library.
Thrill of Possibility sits in 7% of the 9544 distinct Commander decks tracked on Playgroup Live, a niche but deliberate slot in Red's card-draw toolkit. When it reaches a player's hand, 72% of copies are cast before the game ends, a solid conversion rate for a spell that asks you to pitch a card as an additional cost.
The cast-vs-library win-rate gap is the most interesting signal here. Games where Thrill of Possibility resolved carry a +9.3 percentage-point lift over games where it sat undisturbed in the library. Both buckets are well-sampled (186 cast observations, 847 library observations), which makes this one of the more meaningful deltas we track on a common. That said, Playgroup Live's dataset is growing, so treat this as a strong directional signal rather than a settled verdict.
The commander distribution is notably diverse. Thrill of Possibility shows up across Grixis spellslinger lists, mono-Red aggro, and Rakdos discard synergies, reflecting how broadly Red reaches for instant-speed card selection in Commander.
- 7% of tracked Commander decks include Thrill of Possibility
- 22% draw rate across tracked games
- 72% of drawn copies are cast before the game ends
- T5 median first-cast turn, spanning the mid-game window
- +9.3pp win-rate lift in games where the spell resolved vs. stayed in library
- 583 distinct players have brought this card to a tracked game
First-cast turn
n=203The "good card" funnel
1268 brought · 583 playersOf 1268 copies brought to games, 282 were drawn, and 203 of those were cast, with most resolved copies landing in the graveyard as the spell resolves and the game moves on.
Players who cast this card win 32% of the time (n=186) , vs 22% when it never left the library (n=847).
When players drew this card but left it in hand, they won 21% (n=73) — 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 +9.3pp; 95% confidence interval +2.7pp to +15.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
319 instancesThe graveyard is the expected destination for an instant that draws two cards: nearly all resolved copies end there, with the tiny battlefield residue coming from unusual exile or copy effects.
Commanders that played this card
in tracked games-
1
Sauron, Lord of the Rings
40 decks
-
2
Fire Lord Azula
35 decks
-
3
Krenko, Mob Boss
33 decks
-
4
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
28 decks
-
5
Sauron, the Dark Lord
21 decks
-
6
The Beamtown Bullies
15 decks
-
7
Doctor Doom, King of Latveria
12 decks
-
8
Kratos, God of War
12 decks
-
9
Terra, Herald of Hope
11 decks
-
10
Captain Howler, Sea Scourge
10 decks
The commander list spans Grixis spellslingers, Rakdos discard synergies, and mono-Red aggro, showing Thrill of Possibility earns its slot across a wide range of Red strategies rather than clustering in one archetype.