collections_bookmark Part of Commander Masters
Vault of Champions card art
Live Play Data

Vault of Champions

Land · Commander Masters (CMM)
22%
Live Inclusion
Times Brought
675
Decks Running
386
Median Cast Turn
4
Drawn → Played
84%
Format

Vault of Champions appears in 22% of tracked Commander decks in its color identity, and 84% of drawn copies reach the battlefield, with a median first cast on turn 4.

Vault of Champions earns its slot across a wide range of Orzhov and multicolor Commander builds. Found in 386 of the 1746 distinct decks that have played a tracked game on Playgroup Live, it sits at 22% inclusion among decks in its color identity. A strong draw-to-play rate of 84% confirms that players cast it quickly once it arrives in hand.

The land's text does the explaining: in a multiplayer pod of three or more players, Vault of Champions enters untapped every time, making it a free dual land for the format it was designed for. That design purity is visible in the data. Median first cast lands on turn 4, and once it hits the battlefield, stickiness is 95%. Lands are rarely removed, and this one is no exception.

The commander spread is broad. No single commander drives the numbers, and the single heaviest contributor accounts for just 321 unique players across 614 tracked games. That breadth suggests Vault of Champions is a format role-player rather than a build-around, slotting into any black-white shell that wants a reliable untapped dual.

At a glance
  • 22% of tracked Commander decks in its color identity include Vault of Champions
  • 84% of drawn copies are played before the game ends
  • T4 median first-cast turn
  • 95% battlefield stickiness once played
  • 321 unique players have brought this card to a tracked game, a well-spread sample
  • 26% draw rate per game, consistent with a 100-card singleton

First-cast turn

n=149
19%
T1
17%
T2
9%
T3
11%
T4
9%
T5
28%
T6-9
7%
T10+
Median 4 P25 2 · P75 7 · max 16
Cast same turn as drawn 61%

The "good card" funnel

677 brought · 321 players
Brought to game
677
Ever drawn
178
Reached battlefield
149
Still on board at game end
142
84%

Of 677 copies brought to games, 178 were drawn, 149 of those were cast, and nearly all stayed on the battlefield through the end of the game.

≥ -6.8pp

Players who cast this card win 24% of the time (n=147) , vs 23% when it never left the library (n=451).

When players drew this card but left it in hand, they won 34% (n=27) — 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 +0.6pp; 95% confidence interval -6.8pp to +7.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

203 instances
3.4%
Library
70.0%
Battlefield
8.9%
Graveyard
6.4%
Exile

The overwhelming majority of played copies finish the game on the battlefield, consistent with the near-95% stickiness figure: lands rarely get removed, and Vault of Champions is no exception.

Commanders that played this card

in tracked games

The commander list spans Orzhov, Mardu, Esper, and Abzan shells, confirming Vault of Champions slots into any deck touching black and white rather than clustering around a single strategy.

Frequently Asked

How often is Vault of Champions drawn in a Commander game?
Across 614 tracked multiplayer games where the card was in the deck, it was drawn 26% of the time. That is normal for a singleton land in a 100-card deck. Of 178 instances that reached a player's hand, 84% were played before the game ended. The median delay between drawing and playing is zero turns, meaning most players drop it on the same turn they draw it.
Does Vault of Champions actually help you win?
The cast-vs-library win-rate delta is a modest positive number in the data so far, but both the standard error and the confidence interval cross zero. That means we cannot call the lift conclusive with the current sample. What we can say directionally is that decks running and casting Vault of Champions are winning at a rate consistent with the broader field. It is a mana-fixer first, not a win condition, so a neutral impact on win rate is exactly what you would expect from a well-designed dual land.
What turn does Vault of Champions usually hit the battlefield?
Median first-cast turn is 4 in multiplayer games. The distribution shows a meaningful cluster of early casts, reflecting hands where the card is kept as an opener. The mode is turn 1, and the 25th percentile sits at turn 2, so roughly a quarter of all plays happen in the first two turns. Later casts skew the mean higher, with a long tail out to turn 13 in the dataset.
Is Vault of Champions legal in all Commander formats?
Vault of Champions is legal in Commander, Duel Commander, Oathbreaker, Legacy, and Vintage. It is not legal in Standard, Pioneer, Modern, Historic, Timeless, Brawl, Pauper, or Pauper Commander. It was printed at rare in Commander Masters. There are no bans or restrictions in the formats where it is legal.
Which commanders play Vault of Champions most often?
In multiplayer tracked games, Mr. House, Mr. Edgar Markov, Silverquill the Disputant, and Isshin, Two Heavens as One lead the raw deck counts. The spread is wide: no single commander dominates the list. By inclusion rate among commander-specific decklists, Silverquill the Disputant shows the strongest signal, but the player pool for any individual commander is small enough that these figures are directional rather than definitive.
How concentrated is the Vault of Champions data among a few players?
The concentration numbers here are a genuine strength of the dataset. 321 distinct players have brought Vault of Champions to a tracked game, and the single heaviest contributor accounts for just 26% of instances. That low concentration means the stats are not being driven by one or two enthusiasts, and the draw and cast rates reflect broad community behavior rather than a narrow sample.