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Part of Fallout
·
Creature — Human Mercenary
·
Fallout (PIP)
Live Play Data
Wasteland Raider
1%
Live Inclusion
Times Brought
180
Decks Running
95
Median Cast Turn
7.0
Drawn → Played
61%
Format
First-cast turn
n=20
0%
T1
0%
T2
0%
T3
15%
T4
10%
T5
55%
T6-9
20%
T10+
Median
7.0
P25
6
· P75
9
· max
18
On curve
15%
(3 / 20 cast on T4)
The "good card" funnel
180 brought · 91 playersBrought to game
180
Ever drawn
33
Reached battlefield
20
Still on board at game end
6
Once cast, 30% 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.
≥ -16.5pp
Players who cast this card win 39% of the time (n=19) , vs 33% when it never left the library (n=119).
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 +6.9pp; 95% confidence interval -16.5pp to +30.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
36 instances5.6%
Library
16.7%
Battlefield
41.7%
Graveyard
5.6%
Exile
Commanders that played this card
in tracked games-
1
Caesar, Legion's Emperor
40 decks
-
2
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
26 decks
-
3
Henzie "Toolbox" Torre
10 decks
-
4
Vincent Valentine // Galian Beast
6 decks
-
5
Sméagol, Helpful Guide
2 decks
-
6
Vren, the Relentless
2 decks
-
7
Zodiark, Umbral God
2 decks
-
8
Alesha, Who Laughs at Fate
1 decks
-
9
Ardyn, the Usurper
1 decks
-
10
Fumulus, the Infestation
1 decks
Card text
Wasteland Raider
Creature — Human Mercenary
Squad
(As an additional cost to cast this spell, you may pay
any number of times. When this creature enters, create that many tokens that are copies of it.)
When this creature enters, each player sacrifices a creature of their choice.
4 / 3
Fallout (PIP)
·
Rare
·
Illustrated by Yigit Koroglu
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 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.