Vanquish the Horde
Vanquish the Horde is in 6% of tracked Commander decks, cast at a median turn of 7 and reaching players' hands 23% of the time it's in the library.
Vanquish the Horde is White's scalable board wipe: a nominal 8-mana sorcery that routinely costs far less once the battlefield fills up. Across 786 tracked multiplayer Commander games, it appears in 382 of 6444 distinct decks, an inclusion rate of 6%.
The card's printed cost is steep, but the cost-reduction clause is the whole point. 70% of casts landed at or ahead of the card's base mana value, meaning players are frequently casting this well before turn 8 by leaning on a crowded battlefield. Of 189 drawn copies, 56% were cast before the game ended. That gap between drawn and cast reflects both games that end before the card becomes relevant and situations where players hold it, waiting for maximum impact.
As a sorcery that resolves directly to the graveyard, Vanquish the Horde is purely a "cast it and forget it" effect. Its value is timing: deploying it when creatures are plentiful enough to bring its cost into range while threatening enough to justify clearing the entire board.
- 6% of tracked Commander decks include Vanquish the Horde
- 23% draw rate across tracked games
- 56% of drawn copies were cast before the game ended
- T7 median first-cast turn, reflecting how long players wait for the right moment
- 70% of casts landed on-curve or ahead, driven by the creature-count discount
- 335 distinct players have brought this card to a tracked game
First-cast turn
n=105The "good card" funnel
827 brought · 335 playersOf 827 copies brought to tracked games, 189 were drawn and 105 of those were cast, with every resolved copy moving to the graveyard as expected for a sorcery board wipe.
Players who cast this card win 25% of the time (n=100) , vs 23% when it never left the library (n=535).
When players drew this card but left it in hand, they won 29% (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 +2.0pp; 95% confidence interval -6.4pp to +10.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
209 instancesVanquish the Horde resolves directly to the graveyard every time it is cast, so the library bucket represents the large share of copies that simply were never drawn in the observed games, a normal outcome for a singleton in a 100-card deck.
Commanders that played this card
in tracked games-
1
Cloud, Ex-SOLDIER
66 decks
-
2
T'Challa, the Black Panther
57 decks
-
3
Leonardo, the Balance
31 decks
-
4
Heroes in a Half Shell
15 decks
-
5
Giada, Font of Hope
10 decks
-
6
Shiko and Narset, Unified
9 decks
-
7
The Sentry, Golden Guardian
9 decks
-
8
Avacyn, Angel of Hope
7 decks
-
9
Anti-Venom, Horrifying Healer
6 decks
-
10
Jodah, the Unifier
6 decks
Cloud, Ex-SOLDIER and T'Challa, the Black Panther lead the list by raw deck count, but the spread across ten commanders spanning mono-White to five-color shows this card is not locked to a single archetype.