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Part of Fallout
·
Enchantment — Saga
·
Fallout (PIP)
Live Play Data
Vault 87: Forced Evolution
1%
Live Inclusion
Times Brought
189
Decks Running
110
Median Cast Turn
7.0
Drawn → Played
59%
Format
First-cast turn
n=20
0%
T1
0%
T2
0%
T3
5%
T4
10%
T5
65%
T6-9
20%
T10+
Median
7.0
P25
6
· P75
8
· max
13
On curve
15%
(2 / 20 cast on T5)
The "good card" funnel
189 brought · 106 playersBrought to game
189
Ever drawn
34
Reached battlefield
20
Still on board at game end
5
Once cast, 25% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -20.5pp
Players who cast this card win 10% of the time (n=18) , vs 16% when it never left the library (n=117).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap -5.9pp; 95% confidence interval -20.5pp to +8.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
48 instances10.4%
Battlefield
54.2%
Graveyard
10.4%
Exile
25.0%
Hand
Commanders that played this card
in tracked games-
1
The Wise Mothman
98 decks
-
2
The Master, Transcendent
6 decks
-
3
Glarb, Calamity's Augur
1 decks
-
4
Infinite Guideline Station
1 decks
-
5
Mikey & Don, Party Planners
1 decks
-
6
Morophon, the Boundless
1 decks
-
7
Tom Bombadil
1 decks
-
8
Zimone, All-Questioning
1 decks
Card text
Vault 87: Forced Evolution
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target non-Mutant creature for as long as you control this Saga.
II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types.
III — Draw cards equal to the greatest power among Mutants you control.
Fallout (PIP)
·
Rare
·
Illustrated by Nicholas Gregory
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.