Vandalblast
16% of tracked Commander decks run Vandalblast, and when a copy reaches a player's hand, 56% of those copies are cast before the game ends, with a median first cast on turn 6.5.
Vandalblast sits in 16% of Commander decks tracked on Playgroup Live, appearing in 658 of the 4206 distinct decks that have played a tracked game. For a single-color, single-pip removal spell with a powerful but expensive overload mode, that footprint is broad and consistent across the red section of the tracked meta.
When a copy enters a player's hand, 56% of those copies are cast. That is a sorcery-speed card competing with every other priority in a hand. The median first cast lands on turn 6.5, which aligns with the overload cost becoming realistic: five mana on turn six or seven is when the board has usually accumulated enough artifacts to make sweeping them worthwhile. The data from 1090 tracked games spans 519 distinct players, and the single heaviest contributor accounts for under 2% of all instances, so the spread is genuinely wide.
Vandalblast is legal in Commander, Legacy, Modern, Pioneer, Vintage, and Duel Commander. It is not legal in Pauper, Standard, or Brawl. In Commander specifically it fills a slot that red struggles to cover in other formats: scalable artifact removal that answers one threat cheaply or clears the whole board for five mana.
- 16% of tracked Commander decks include Vandalblast
- 23% draw rate across tracked games
- 56% of drawn copies are cast before the game ends
- T6.5 median first-cast turn, aligned with overload mana becoming available
- 519 distinct players have brought Vandalblast to a tracked game
First-cast turn
n=158The "good card" funnel
1216 brought · 519 playersOf 1216 Vandalblast copies brought to tracked games, 281 were drawn, 158 of those were cast, and nearly all resolved to the graveyard as expected for a sorcery.
Players who cast this card win 26% of the time (n=154) , vs 24% when it never left the library (n=841).
When players drew this card but left it in hand, they won 27% (n=119) — 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 +1.5pp; 95% confidence interval -5.3pp to +8.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
317 instancesThe vast majority of Vandalblast copies never leave the library in a given game. That is a structural feature of 100-card singleton, not a signal that the card underperforms when drawn.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
46 decks
-
2
Cloud, Ex-SOLDIER
42 decks
-
3
Krenko, Mob Boss
21 decks
-
4
Kibo, Uktabi Prince
17 decks
-
5
Zada, Hedron Grinder
13 decks
-
6
Deadpool, Trading Card
11 decks
-
7
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
10 decks
-
8
Tony Stark // The Invincible Iron Man
10 decks
-
9
Vivi Ornitier
10 decks
-
10
Kratos, God of War
9 decks
The commander list is wide and colorfully varied, from mono-red aggro like Krenko to three-color control shells like Doctor Doom, confirming Vandalblast is a format-wide role-player rather than a synergy-specific include.