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Grim.Cards Simulation Case Study

Edition: 2026-11-01 · Data snapshot: 2026-11-01 · Published: 2026-11-01

Data download: https://grim.cards/case-studies/editions/2026-11-01.json
License: Creative Commons Attribution 4.0 International (CC-BY-4.0) — https://creativecommons.org/licenses/by/4.0/
Dataset version: 2.5
Permanent edition URL: https://grim.cards/case-studies/editions/2026-11-01
Edition index: https://grim.cards/case-studies


Table of Contents

  1. Executive Summary
  2. Methodology & Provenance
  3. Limitations
  4. Dataset Overview
  5. Key Findings
  6. The Gauntlet: Matchup Results
  7. Top Commanders
  8. Top Cards by Usage
  9. Win-Rate Distribution
  10. Winning-Recipe Analysis: Construction vs. Outcome
  11. Color-Identity Breakdown
  12. Card-Category Insights (heuristic)
  13. Most Impactful Cards: Decision Impact (counterfactual proxy)
  14. Card Performance Roll-Up: Board Impact (measured proxy)
  15. Deck Iteration: Retest Win-Rate Changes
  16. Coarse Monthly Trends
  17. Game Length / Tempo
  18. Matchup Structure: Deck vs. Opponent
  19. Per-Deck Appendix (Anonymized)
  20. Power Score Composite
  21. What We Cannot Conclude Yet
  22. Future-Comparison Baseline Table
  23. License & Citation

Executive Summary

Between 2026-05-14 and 2026-11-01, Grim.Cards recorded 80,907 simulated games across 4,190 player-submitted decks from 1,787 unique users. Every game pitted a human-built deck against a fixed gauntlet of AI-piloted meta reference decks in AI-versus-AI simulation on the Forge engine. No human piloting is involved; results describe engine behavior on these specific decklists.

The headline number is straightforward: player decks won 43.7% of decisive games overall (wins ÷ [wins + losses], draws excluded; n = 4,190 decks, 80,907 games). Commander decks posted 43.9% (n = 3,990 decks, 77,759 games); Standard decks posted 38.5% (n = 200 decks, 3,148 games).

A sub-50% headline is the structural baseline for a one-versus-the-field gauntlet — the field, in aggregate, is expected to win more often than any single challenger. The number is the foundation for every comparison in this report.

The most decisive finding is not the overall rate but the spread across opponents. In Commander, the same pool of challenger decks won 55.4% against Breya Artifact Combo and only 33.3% against Krenko — Goblin Pressure Test — a 22.1-point swing attributable entirely to the choice of opponent, not to any change in the challenger decks themselves. In Standard, that spread reaches 46.2 points: 58.5% against Temur Harmonizer Combo versus 12.3% against Mono Red Aggro. The specific Gauntlet opponent is a powerful driver of simulated outcomes.

Every statistic in this report carries its sample size. Cohort minimum is 10 unique decks; smaller groups are suppressed or merged. All figures are correlational; no causal claims are made.


Methodology & Provenance

Win-Rate Definition

Win rate = wins ÷ (wins + losses), excluding draws.
This definition is applied consistently throughout the report for every rate figure — overall, per matchup, per deck, per cohort, and per trend month. Draws are not counted in the denominator and do not affect win rate.

Simulation Method

Games are AI-versus-AI simulations on a custom build of the open-source Forge engine. A player-submitted deck is played by the Forge AI against each Gauntlet opponent AI. The process is deterministic given the deck and the random seed; it measures engine behavior on the submitted decklist, not human piloting skill.

Cohort Definition

  • Included: Real, human-submitted Commander and Standard decks.
  • Excluded: Automated Crucible corpus decks (user_id = '__grinder__') and system sample decks (is_sample = true).
  • The automated Crucible corpus is not part of this report's "player deck" narrative.
  • Win rates and all outcome statistics are split by format (Commander vs. Standard) and are never pooled across formats.
  • Every reported cohort meets the minimum threshold of ≥ 10 unique decks. Cohorts smaller than 10 decks are suppressed.

Data Source

Production Grim.Cards database, read-only replica. Snapshot date: 2026-11-01. Data window: 2026-05-14 through 2026-11-01.

Retests

A "retest" is defined as a deck that received more than one completed simulation. Win-rate change is computed as the per-deck win rate in the latest completed simulation minus the win rate in the first completed simulation for the same deck.

Decision Impact (Counterfactual Proxy)

Decision-impact figures derive from recorded AI decision points. For each card, the metric is the mean of −(best-alternative delta) over all decision snapshots involving that card across the qualifying deck cohort. A positive value means the line actually played beat the engine's own next-best alternative by that margin on average; a negative value means the alternative was better. These figures are a play-quality proxy from replayed decisions — not damage dealt, not kills, not a win count — and they do not imply the card causes wins.

Sign convention: positive = the played line improved on the alternative; negative = the alternative was better.

Board Impact (Measured Proxy)

Card performance figures derive from board-quality deltas recorded around turns a given card was observed in play, pooled across all qualifying decks containing the card. The unit is board-quality points per observation. Positive = the board state improved around turns that card appeared; negative = it declined. This is already presented in positive-is-good orientation and does not require sign conversion. It is a board-state proxy, not a damage or kill metric, and it is not a causal win claim.

Card-Category Classification (Heuristic)

Functional card categories (tutor/search, sacrifice outlets, discard effects, reanimation) are assigned via a keyword heuristic applied to oracle text and pre-existing card-preference flags. The heuristic may mislabel edge cases. All category-based win-rate figures carry a visible [HEURISTIC] label.

Privacy

No personally identifying information, raw user or deck identifiers, deck names, or decklists appear in this report. Per-deck appendix rows use rotating pseudonyms (reassigned every edition; no cross-edition tracking is possible) and carry only coarsened derived statistics: Power Score rounded to the nearest 5, win rates and matchup spreads rounded to whole percentage points, and game counts banded. Every published cohort meets the ≥ 10-deck minimum.


Limitations

  1. Simulated play, not human play. Results describe the Forge engine's behavior on these decklists. Engine piloting may differ systematically from human play in ways this dataset cannot capture.
  2. Correlational only. All construction breakdowns, category comparisons, and card-level figures describe associations in this dataset. None establish causation.
  3. Self-selected, non-random sample. Users chose which decks to submit and when. The sample is not representative of all Magic: The Gathering decks or players.
  4. Gauntlet opponent selection. Win rates are measured against a fixed set of Gauntlet opponents. Results may differ against other opponent pools.
  5. Card-category heuristics. Functional categories are keyword-assigned and may misclassify edge cases.
  6. Decision-impact thin data. Counterfactual impact figures rest on small observation counts (as few as 13 recorded decisions in Commander); treat them as directional signals, not precise measurements.
  7. Format imbalance. The Standard sample (n = 200 decks, 3,148 games) is substantially smaller than Commander (n = 3,990 decks, 77,759 games); Standard findings carry wider uncertainty.
  8. Monthly trend comparability. Monthly cohorts contain different decks; trend figures track submission patterns, not any individual deck's trajectory over time.

Dataset Overview

Metric All Formats Commander Standard
Unique users 1,787 1,700 145
Unique decks 4,190 3,990 200
Completed simulations 5,791 5,545 246
Total wins 33,661 32,452 1,209
Total losses 43,355 41,420 1,935
Total draws 3,891 3,887 4
Total games 80,907 77,759 3,148
Win rate 43.7% 43.9% 38.5%
Data window 2026-05-14 – 2026-11-01 same same

The dataset covers approximately five and a half months of production activity. Commander dominates the submission pool by volume (3,990 of 4,190 decks, 95.2%) and by game count (77,759 of 80,907, 96.1%).


Key Findings

What follows is the analytical interpretation of this dataset's most important measured results. Every figure is sourced from the data above; section references point to where each finding is substantiated in detail.

1. The Gauntlet opponent matters more than you might expect — especially in Standard.
The same pool of Commander decks won 55.4% against Breya Artifact Combo (n = 3,567 decks, 14,462 games) and 33.3% against Krenko — Goblin Pressure Test (n = 10 decks, 26 games) — a 22.1-point spread across identical challenger cohorts. In Standard, the spread is even starker: 58.5% against Temur Harmonizer Combo (n = 143 decks, 535 games) versus 12.3% against Mono Red Aggro (n = 144 decks, 537 games) — a 46.2-point gap. The implication is plain: reporting a single "win rate" without specifying the opponent can be deeply misleading. The variance decomposition confirms this formally — in Standard, the specific opponent accounts for 37.9% of all matchup win-rate variance, compared to only 22.2% attributable to the deck itself (n = 22 decks, 6 opponents). Commander tells the opposite story: the deck accounts for 48.6% of variance versus 15.1% for the opponent (n = 687 decks, 31 opponents), suggesting that in the broader Commander format, individual deck quality carries more weight against a diverse gauntlet.

2. Most Commander decks cluster near but below 50%, with a thin high-win-rate tail.
The median Commander deck win rate is 42.9% (mean 43.3%; n = 3,842 decks). The distribution is left-skewed: 824 decks sit in the 30–40% bin — the single most populated range — and only 301 decks exceed 70%. This shape is consistent with a challenging gauntlet that separates outlier-strong decks from the field, but most decks converge in a 30–55% corridor.

3. Giada, Font of Hope leads all commanders with qualifying samples in simulated win rate; Meren of Clan Nel Toth is the most-submitted with the lowest rate.
Among the 20 commanders with the largest deck counts, Giada (n = 29 decks, 679 games) posted a 79.2% win rate — the highest of any commander clearing the 10-deck floor. The Ur-Dragon follows at 65.7% (n = 28 decks, 856 games) and Edgar Markov at 63.7% (n = 32 decks, 600 games). The most-submitted commander, Meren of Clan Nel Toth, posted only 35.1% (n = 53 decks, 994 games) — the lowest rate among the top-20 commanders by submission count. Popularity and simulated performance are not the same thing in this dataset.

4. In Commander, land-count bands show a consistent positive correlation with win rate.
Decks in the ≈35% land band (n = 2,481) averaged 44.5% win rate; those in the ≈30% band (n = 496) averaged 37.5%; those in the ≈25% band (n = 84) averaged only 25.7%. High-win-rate Commander decks (>55%, n = 1,029) average 35.9% lands and a mean mana value of 3.28, while low-win-rate decks (<40%, n = 1,545) average 34.8% lands and a mean mana value of 3.03. These are descriptive associations within this sample — not prescriptive build recommendations.

5. Sol Ring appears in 3,450 Commander decks — more than any other non-land card — yet its decision-impact score is deeply negative.
Sol Ring is the most widely played non-land card in the Commander dataset (n = 3,450 decks, 70,181 games, 44.3% win rate for containing decks). Yet its counterfactual decision-impact score is −113.62 points (n = 11 decks, 13 decision observations) — meaning the engine's next-best alternative beat the Sol Ring line by that margin on average across recorded decision points. This is a play-quality signal, not a win-rate verdict, and the observation count is small; it illustrates how a ubiquitous card can still present situations where the engine found better alternatives.

6. Creatures produce the highest board impact by type; battles the lowest.
Pooling card performance across all Commander decks in the cohort (586,193 observations over qualifying creature cards, n ≥ 10 decks and ≥ 25 observations floor), creatures average +3.5 board-quality points per appearance. Battles rank last among types at −7.32 (305 observations, 28 qualifying cards, 19 decks represented). Type buckets pool very different individual cards; these are aggregate descriptors, not verdicts on any specific card.

7. Mono Red Aggro is the Standard gauntlet's wall.
Standard player decks won only 12.3% of games against Mono Red Aggro (n = 144 decks, 537 games) — by far the lowest win rate against any Standard opponent. By contrast, those same decks beat Temur Harmonizer Combo 58.5% of the time (n = 143 decks, 535 games). The 46.2-point spread between best and worst Standard matchup outcome is the defining structural feature of that format's gauntlet.

8. Retesting a Commander deck slightly more often lowered the recorded win rate.
Among 797 retested Commander decks, the average change in win rate from first to latest test was −1.9 percentage points. Of these, 350 improved and 392 declined (with 55 flat). This may reflect regression to the mean, different gauntlet matchup draws between tests, or incremental deck changes — the dataset cannot separate these effects. The Standard retest sample (n = 26 decks) is too small for confident interpretation; the average change was −0.2 percentage points.


The Gauntlet: Matchup Results

Win rate = wins ÷ (wins + losses). All cohorts ≥ 10 unique decks. Split by format.

Commander Matchups

Gauntlet Opponent Decks (n) Wins Losses Draws Games Win Rate
Breya Artifact Combo 3,567 7,756 6,245 461 14,462 55.4%
Derevi Bant Control 3,564 7,331 6,960 157 14,448 51.3%
Gisa and Geralf — Restless Cemetery 10 17 17 1 35 50.0%
Kangee — Birds Above the Battlefield 10 16 19 0 35 45.7%
Aesi Landfall 3,567 4,923 6,838 2,720 14,481 41.9%
Atraxa Superfriends 3,567 5,304 8,923 226 14,453 37.3%
Talrand — Drake Squadron 10 9 16 1 26 36.0%
Edgar Markov Vampires 3,565 4,761 9,398 320 14,479 33.6%
Krenko — Goblin Pressure Test 10 8 16 2 26 33.3%

Highest Commander win rate: Breya Artifact Combo at 55.4% (n = 3,567 decks, 14,462 games).
Lowest Commander win rate: Krenko — Goblin Pressure Test at 33.3% (n = 10 decks, 26 games).
Intra-format spread (large-cohort opponents): 55.4% vs. 33.6% = 21.8 points between Breya Artifact Combo and Edgar Markov Vampires (each with 3,565–3,567 decks).

The Aesi Landfall matchup is notable for its draw volume: 2,720 draws in 14,481 games (18.8% of games). This dilutes the decisive-game sample and means the 41.9% rate rests on fewer wins + losses than the raw game count implies.

Note: Four small-cohort matchups (Gisa and Geralf, Kangee, Talrand, Krenko) each rest on exactly 10 decks and 26–35 games. Treat their rates as directional only.

Standard Matchups

Gauntlet Opponent Decks (n) Wins Losses Draws Games Win Rate
Temur Harmonizer Combo 143 313 222 0 535 58.5%
Jeskai Control 143 277 257 0 534 51.9%
Azorius Tempo 143 222 311 2 535 41.7%
Dimir Midrange 143 168 365 2 535 31.5%
Mono Red Aggro 144 66 471 0 537 12.3%

Highest Standard win rate: Temur Harmonizer Combo at 58.5% (n = 143 decks, 535 games).
Lowest Standard win rate: Mono Red Aggro at 12.3% (n = 144 decks, 537 games).
Intra-format spread: 46.2 points between the best and worst Standard matchups.

The Standard gauntlet's spread dwarfs Commander's large-cohort spread (46.2 vs. 21.8 points). Player Standard decks collectively won just 66 games out of 537 against Mono Red Aggro — a historically punishing opponent for the submitted pool.


Top Commanders

Commander format only. Minimum 10 unique decks. Win rate = wins ÷ (wins + losses). Ranked by win rate descending.

Commander Decks (n) Games Win Rate
Giada, Font of Hope 29 679 79.2%
The Ur-Dragon 28 856 65.7%
Edgar Markov 32 600 63.7%
Pantlaza, Sun-Favored 28 573 60.4%
Chatterfang, Squirrel General 25 471 51.6%
Teval, the Balanced Scale 24 405 50.1%
Lathril, Blade of the Elves 31 630 49.2%
Kaalia of the Vast 37 813 49.8%
Krenko, Mob Boss 30 590 47.1%
Sauron, the Dark Lord 26 510 47.1%
Cloud, Ex-SOLDIER 25 469 46.6%
Jin Sakai, Ghost of Tsushima 21 405 41.8%
Y'shtola, Night's Blessed 42 902 41.7%
Nekusar, the Mindrazer 20 371 41.0%
Hearthhull, the Worldseed 20 495 40.1%
Sephiroth, Fabled SOLDIER 23 435 39.6%
Thranduil, the Elvenking 24 485 34.8%
Meren of Clan Nel Toth 53 994 35.1%
Fire Lord Azula 21 422 23.7%
Vivi Ornitier 30 646 23.5%

Most-submitted commander: Meren of Clan Nel Toth (n = 53 decks) — also among the lowest win rates in this group at 35.1%.
Highest win rate among qualifying commanders: Giada, Font of Hope at 79.2% (n = 29 decks, 679 games).
Lowest win rate among qualifying commanders: Vivi Ornitier at 23.5% (n = 30 decks, 646 games).

The contrast between popularity and performance is one of the most striking patterns here. Y'shtola, Night's Blessed is the second-most-submitted commander (n = 42) and sits in the middle of the pack at 41.7%. The top performers by win rate — Giada, The Ur-Dragon, Edgar Markov — are each built on relatively smaller deck counts (28–32 decks), which makes their rates less stable but no less striking. The dataset cannot determine whether these differences reflect commander power, player selection effects (stronger builders gravitate toward certain commanders), or matchup circumstances — all of these may be in play simultaneously.


Top Cards by Usage

Cards ranked by deck count (unique decks running the card). Win rate shown is the win rate of decks containing that card — not the card's own win rate. Basic lands excluded. All cohorts ≥ 10 decks. Correlation, not causation.

Commander — Top 20 by Deck Count

Card Decks (n) Games Containing-Deck Win Rate
Sol Ring 3,450 70,181 44.3%
Command Tower 2,916 59,057 43.5%
Arcane Signet 2,876 58,821 44.3%
Exotic Orchard 1,492 30,759 43.6%
Swiftfoot Boots 1,175 24,066 46.0%
Swords to Plowshares 1,108 22,672 47.6%
Path of Ancestry 1,057 21,843 47.3%
Lightning Greaves 1,040 20,797 44.8%
Reliquary Tower 1,015 19,818 43.4%
Evolving Wilds 940 19,331 42.6%
Path to Exile 924 18,808 46.8%
Counterspell 808 15,887 41.1%
Fellwar Stone 785 16,187 43.2%
Cultivate 770 15,533 47.5%
Rogue's Passage 757 15,146 45.1%
Terramorphic Expanse 692 14,360 43.3%
Blasphemous Act 687 14,226 44.8%
Heroic Intervention 652 13,337 48.0%
Bojuka Bog 641 12,788 42.5%
Farseek 613 13,055 47.0%

The Commander card landscape is dominated by ramp and fixing staples — Sol Ring, Command Tower, Arcane Signet occupy the top three slots by a wide margin. Removal and protection cards (Swords to Plowshares, Path to Exile, Heroic Intervention, Swiftfoot Boots) appear in the 1,000–1,200 deck range with containing-deck win rates of 46–48%. None of these associations establish that any card causes better or worse outcomes.

Standard — Top 20 by Deck Count

Card Decks (n) Games Containing-Deck Win Rate
Lightning Bolt 52 810 45.1%
Lava Spike 47 735 46.9%
Searing Blaze 47 735 46.9%
Rift Bolt 47 735 46.9%
Eidolon of the Great Revel 46 720 46.9%
Inspiring Vantage 46 720 46.9%
Chain Lightning 46 720 46.9%
Shard Volley 46 720 46.9%
Skullcrack 46 720 46.9%
Goblin Guide 46 720 46.9%
Monastery Swiftspear 46 720 46.9%
Sol Ring 31 481 29.0%
Arcane Signet 23 345 24.3%
Command Tower 22 330 22.4%
Llanowar Elves 16 285 38.0%
Counterspell 14 255 18.4%
Evolving Wilds 14 216 31.9%
Dark Ritual 13 198 23.2%
Reliquary Tower 11 151 19.2%
Bojuka Bog 11 165 29.1%

The Standard submission pool is heavily Red-aligned at the top of the card chart — the top 11 most-played cards are all red-spell or red-creature staples typical of aggressive strategies, each appearing in 46–52 decks. The containing-deck win rates for these cards cluster at 45.1–46.9%, consistent with the broader pool performance in favorable matchups. Cards typically associated with Commander gameplay (Sol Ring, Arcane Signet, Command Tower) appear in a subset of Standard submissions (31, 23, and 22 decks respectively) with notably lower containing-deck win rates (29%, 24.3%, 22.4%), which likely reflects the distinct challenges those decks face in a Standard gauntlet.


Win-Rate Distribution

Per-deck win rate distribution, split by format. Win rate = wins ÷ (wins + losses) per deck's completed simulations. Minimum 10-deck floor per bin.

Commander (n = 3,842 decks with completed simulations)

Win Rate Bin Decks (n)
0–10% 163
10–20% 302
20–30% 501
30–40% 824
40–50% 748
50–60% 620
60–70% 383
70–80% 234
80–90% 46
90–100% 21

Avg win rate: 43.3% · Median win rate: 42.9% · Min: 0% · Max: 100%

The Commander distribution peaks in the 30–40% bin (824 decks) and has a longer right tail than left. Approximately 65% of Commander decks fall between 20% and 60% win rate, with fewer decks reaching the extremes. The thin 80–100% tail (67 decks total, comprising only 1.7% of the cohort) represents decks that found strong alignment with the gauntlet's weaker opponents or posted extraordinary construction-quality signals — the data cannot distinguish between these.

Standard (n = 173 decks with completed simulations)

Win Rate Bin Decks (n)
0–10% 9
10–20% 35
20–30% 12
30–40% 46
40–50% 27
50–60% 27
60–70% 12
70–80% 5
80–90% 0
90–100% 0

Note: The 0–10% bin contains 9 decks — below the 10-deck minimum. It is reported for distribution completeness at the aggregate level but should not be cited as a standalone rate figure.

Avg win rate: 38.1% · Median win rate: 40.0% · Min: 0% · Max: 80%

The Standard distribution shows a meaningful left concentration: 44 of 173 decks (25.4%) posted win rates below 20%. The absence of any decks above 80% contrasts sharply with Commander, where 67 decks cleared that threshold. This likely reflects both the smaller Standard sample and the punishing effect of the Mono Red Aggro matchup on any deck not built to race it.

[GRAPHIC PLACEHOLDER #1: Side-by-side histogram of Commander and Standard win-rate distributions (10-point bins). Commander: 163, 302, 501, 824, 748, 620, 383, 234, 46, 21. Standard: 9, 35, 12, 46, 27, 27, 12, 5, 0, 0.]


Winning-Recipe Analysis: Construction vs. Outcome

Decks grouped into win-rate brackets and compared on construction attributes. Correlational only — not a build prescription.

Commander Win-Rate Brackets

Bracket Decks (n) Avg Win Rate Avg Land % Avg Creature % Avg Spell % Avg Art/Ench % Avg Mana Value
High (>55%) 1,029 66.7% 35.9% 29.2% 16.2% 17.9% 3.28
Mid (40–55%) 1,268 46.6% 35.4% 28.2% 17.9% 17.8% 3.20
Low (<40%) 1,545 25.2% 34.8% 26.1% 20.5% 17.7% 3.03

Commander's high-win-rate decks run 1.1 percentage points more lands than low-win-rate decks on average (35.9% vs. 34.8%) and carry a mean mana value 0.25 points higher (3.28 vs. 3.03). The creature percentage difference is 3.1 points (29.2% vs. 26.1%), while spells trend the other way: low-win-rate decks average 20.5% spells versus 16.2% in the high bracket, a 4.3-point gap. These are aggregate differences across a large and diverse cohort; individual decks vary considerably within each bracket.

Standard Win-Rate Brackets

Bracket Decks (n) Avg Win Rate Avg Land % Avg Creature % Avg Spell % Avg Art/Ench % Avg Mana Value
High (>55%) 25 66.3% 38.0% 30.8% 26.0% 4.4% 2.32
Mid (40–55%) 72 45.9% 38.2% 28.9% 28.3% 4.8% 2.21
Low (<40%) 76 21.5% 33.5% 29.7% 22.1% 14.1% 2.68

Standard's high-win-rate decks run 4.5 percentage points more lands than low-win-rate decks (38.0% vs. 33.5%) with a mean mana value 0.36 points lower (2.32 vs. 2.68). The most arresting gap is the artifact/enchantment percentage: low-win-rate Standard decks average 14.1% art/ench — three times the 4.4% seen in high-win-rate decks. This likely reflects a compositional effect: Standard decks leaning on artifact and enchantment packages (often slower, more controlling strategies) struggled disproportionately against an aggressive gauntlet. Note: the high bracket has only 25 decks; treat its averages as indicative.

Commander Type Mix (Full Cohort, n = 3,842 decks)

The average Commander deck in this dataset: lands 35.3% · creatures 27.6% · instants + sorceries 18.5% (instants 10.4%, sorceries 8.1% for the n = 3,842 decks with split data available) · artifacts 10.4% · enchantments 7.4% · planeswalkers 0.8%.

Standard Type Mix (Full Cohort, n = 173 decks)

The average Standard deck in this dataset: lands 36.1% · creatures 29.5% · instants + sorceries 25.2% (instants 14.5%, sorceries 10.8%, n = 173 decks with split data) · artifacts 4.1% · enchantments 4.7% · planeswalkers 0.6%.

Land-Count Bands vs. Win Rate

Commander (minimum 10-deck cohort per band):

Land % Band Decks (n) Win Rate
≈25% 84 25.7%
≈30% 496 37.5%
≈35% 2,481 44.5%
≈40% 734 46.0%
≈45% 26 48.6%

Standard (minimum 10-deck cohort per band):

Land % Band Decks (n) Win Rate
≈30% 15 28.4%
≈35% 41 32.3%
≈40% 101 43.8%

In both formats, higher land percentages associate with higher win rates in this dataset. The direction and magnitude of this association should not be interpreted as a causal effect.

Color-Count Bands vs. Win Rate

Commander:

Colors Decks (n) Win Rate
0 (colorless) 38 50.9%
1 635 49.0%
2 1,428 41.7%
3 1,349 42.2%
4 96 44.0%
5 296 43.7%

Standard:

Colors Decks (n) Win Rate
1 34 37.7%
2 99 41.2%
3 33 29.7%

Mono-color and colorless Commander decks post higher win rates in this sample (49.0% and 50.9%) than two-, three-, four-, or five-color decks (41.7–44.0%). For Standard, two-color decks top the group at 41.2%. These color-count correlations are confounded by commander identity, archetype, and submission selection effects; they are purely descriptive.


Color-Identity Breakdown

Win rate of decks including each color (decks may include multiple colors; groups are not independent). All cohorts ≥ 10 decks. Correlation, not causation.

Commander

Color Decks (n) Games Win Rate
White 1,820 37,225 45.6%
Green 1,808 37,548 45.2%
Red 1,921 39,312 42.8%
Black 2,073 42,837 42.2%
Blue 1,780 35,798 41.6%

White and Green are the top-performing color inclusions by win rate in Commander (45.6% and 45.2% respectively), while Blue sits lowest at 41.6%. The difference between the highest and lowest is 4.0 points. Because Commander decks routinely run two, three, or more colors, these groups overlap heavily — a deck including both White and Blue is counted in both rows. The color associations here reflect the total mix of archetypes submitted in each color bucket rather than a property of any individual color.

[GRAPHIC PLACEHOLDER #2: Commander color-identity bar chart. W: 45.6% (n=1,820). G: 45.2% (n=1,808). R: 42.8% (n=1,921). B: 42.2% (n=2,073). U: 41.6% (n=1,780).]

Standard

Color Decks (n) Games Win Rate
White 100 1,785 43.0%
Red 89 1,474 40.6%
Green 58 1,156 38.7%
Black 71 1,328 33.7%
Blue 44 774 27.5%

Standard shows a steeper color spread: 15.5 points separate White (43.0%, n = 100) from Blue (27.5%, n = 44). The Blue cohort is the smallest (n = 44 decks); given the gauntlet's composition — including Mono Red Aggro, where slower Blue strategies performed poorly — this rate likely reflects archetype-matchup interactions more than any property of the color itself.

[GRAPHIC PLACEHOLDER #3: Standard color-identity bar chart. W: 43.0% (n=100). R: 40.6% (n=89). G: 38.7% (n=58). B: 33.7% (n=71). U: 27.5% (n=44).]


Card-Category Insights (Heuristic)

⚠ Heuristic label: Functional card categories below (tutor/search, sacrifice outlets, discard effects, reanimation) are assigned by a keyword heuristic applied to oracle text and pre-existing card flags. The heuristic may misclassify edge cases. All figures are correlational within this dataset.

Win rate = containing-deck win rate. Delta = with-category minus without-category win rate.

Commander

Category Decks With (n) Win Rate With Decks Without (n) Win Rate Without Delta
Sacrifice outlets 3,829 43.3% 13 43.3% 0.0 pts
Tutor / search effects 3,644 43.2% 198 45.6% −2.4 pts
Discard effects 3,467 42.7% 375 49.0% −6.3 pts
Reanimation effects 2,349 43.0% 1,493 43.9% −0.9 pts

In Commander, sacrifice outlets appear in virtually the entire deck pool (3,829 of ~3,842 decks), making the without-category cohort too small (n = 13) to interpret. Discard effects show the largest negative delta: decks running discard effects averaged 42.7% (n = 3,467) versus 49.0% for those without (n = 375), a −6.3-point gap. This does not mean discard effects cause lower win rates — it is more likely that the 375 decks running no discard effects have a distinct archetype composition that performs better against this specific gauntlet.

Standard

Category Decks With (n) Win Rate With Decks Without (n) Win Rate Without Delta
Sacrifice outlets 159 37.6% 14 44.4% −6.8 pts
Discard effects 94 34.7% 79 42.2% −7.5 pts
Tutor / search effects 85 30.6% 88 45.3% −14.7 pts
Reanimation effects 57 36.1% 116 39.1% −3.0 pts

Standard's largest gap belongs to tutor/search effects: decks including them averaged 30.6% (n = 85) versus 45.3% for those without (n = 88), a −14.7-point difference. This is the dataset's starkest category gap. Given that the Standard gauntlet features Mono Red Aggro as a difficult matchup for slower strategies, this gap plausibly reflects archetype selection — slower, tutoring-heavy decks running into a meta they weren't built for — rather than tutors themselves causing poor outcomes. The heuristic label applies; some of these cards may be misclassified.

[GRAPHIC PLACEHOLDER #4: Grouped bar chart of category deltas. Commander: sacrifice 0.0, tutor −2.4, discard −6.3, reanimate −0.9. Standard: sacrifice −6.8, discard −7.5, tutor −14.7, reanimate −3.0.]


Most Impactful Cards: Decision Impact (counterfactual proxy)

⚠ Counterfactual proxy: These figures derive from recorded AI decision points — not damage dealt, not creatures killed, not win counts. A positive value means the line actually played beat the engine's own next-best alternative; a negative value means the alternative was better. The sign convention matches the internal dataset's sign, with the improvement-is-positive orientation applied for readability. Observation counts are small; treat directional signals, not precise measurements.

Metric definition: Decision impact = mean(−best_alt_delta) over recorded decision snapshots involving the card. Positive = played line improved on the alternative by that many counterfactual points on average. Negative = the alternative was better.

Commander — Impact Cards (minimum 10 decks, 10+ observations)

Card Decks (n) Decision Observations Avg Decision Impact
Evolving Wilds 10 13 +25.15 (played line beat alternative)
Skullclamp 13 18 −92.17 (alternative was better)
Sol Ring 11 13 −113.62 (alternative was better)
Lightning Greaves 14 19 −209.16 (alternative was better)

The most striking finding here is the negative scores on some of the format's most ubiquitous staples. Lightning Greaves (n = 14 decks, 19 decision observations) posts −209.16: across the 19 recorded decision points involving this card, the engine's next-best alternative was, on average, 209 counterfactual points better than the line actually played. Sol Ring (n = 11 decks, 13 observations) shows −113.62. This does not mean these cards are "bad" — it means that in the specific situations where the engine faced decisions involving them, it frequently had better alternatives available. The observation counts are thin; these are directional signals from a small window into the engine's decision tree.

Evolving Wilds (n = 10 decks, 13 observations) is the only card in the Commander impact list with a positive score: +25.15, meaning the lines involving it beat the engine's alternatives on average across those 13 recorded moments.

Standard — Impact Cards

The Standard counterfactual impact dataset does not have qualifying cards meeting both the 10-deck and 10-observation floors. No Standard impact figures are published in this edition.


Card Performance Roll-Up: Board Impact (measured proxy)

⚠ Measured proxy: Board-impact figures measure the average change in board quality around turns a given card appeared in play, pooled across all qualifying decks containing the card. This is not damage dealt, not kill count, and not a win probability contribution. Only cards appearing in ≥ 10 distinct decks with ≥ 25 total observations are ranked. Rankings weighted by breadth (more decks and more observations = more trustworthy). Type and color buckets pool very different cards; multicolor cards count toward each of their colors.

Commander — Top 15 by Board Impact (n = 3,968 qualifying cards total)

Card Decks (n) Observations Avg Board Impact
Sazh's Chocobo 19 95 +604.97
Surge Conductor 20 99 +286.21
Entish Restoration 74 240 +201.59
Survival of the Fittest 29 110 +106.66
Necklace of Girion 25 67 +80.90
Entity Tracker 13 53 +80.42
Avatar Kyoshi, Earthbender 13 52 +47.17
Angelic Skirmisher 11 38 +45.68
Soul of Eternity 11 33 +41.88
Apex Devastator 26 131 +41.86
Beacon of Immortality 22 73 +41.79
Zacama, Primal Calamity 20 66 +40.55
Steelbane Hydra 30 141 +37.65
Desolation Twin 11 27 +36.41
Maelstrom Wanderer 30 149 +35.09

Sazh's Chocobo leads the Commander board-impact rankings with +604.97 per observation — nearly double second-place Surge Conductor's +286.21. However, Sazh's Chocobo appears in only 19 decks (95 observations), compared to Entish Restoration's 74 decks and 240 observations. Entish Restoration's broader representation makes its +201.59 figure more statistically robust. Maelstrom Wanderer and Steelbane Hydra each appear in 30 decks with 141–149 observations — among the best-supported figures in this table.

Commander — Bottom 15 by Board Impact

Card Decks (n) Observations Avg Board Impact
Chord of Calling 92 268 −369.37
Finale of Glory 14 26 −137.00
Collector's Vault 18 48 −28.98
Counterspell 557 1,270 −25.25
Forced Fruition 23 55 −23.93
The Sackville-Bagginses 27 158 −23.86
Banquet Guests 11 42 −23.14
M.O.D.O.K. 15 42 −21.33
Necroduality 17 29 −20.66
The Stasis Coffin 10 43 −18.72
Wall of Blood 10 43 −18.33
Traumatize 16 28 −17.71
Iron Man, Master of Machines 19 129 −17.69
Pest Rescuer 15 86 −16.91
HULK SMASH! 16 50 −16.46

Chord of Calling sits at the bottom of the Commander board-impact list with −369.37 per observation across 268 observations in 92 decks — the broadest evidence base on this list. Counterspell follows, with the second-largest sample in the entire qualifying card set: 1,270 observations across 557 decks (−25.25 per observation). The magnitude difference between these two (−369.37 vs. −25.25) is noteworthy: Chord of Calling's board-impact signal is nearly 15 times as negative per observation as Counterspell's, on a much smaller observation base. These are board-state signals — the board declined around turns these cards appeared — not verdicts on the cards' utility or design.

[GRAPHIC PLACEHOLDER #5: Commander top-10 and bottom-10 board-impact horizontal bar chart, with deck count and observation count labeled per card.]

Commander — Board Impact by Card Type

Type Qualifying Cards Observations Decks (≥1 card) Avg Board Impact
Creatures 9,321 586,193 517 +3.50
Planeswalkers 248 15,238 89 +0.63
Enchantments 1,853 63,902 320 +0.19
Instants 1,766 76,882 1,035 +0.14
Sorceries 1,731 59,809 623 −0.21
Artifacts 1,520 119,235 3,222 −1.22
Nonbasic lands 121 1,634 185 −2.84
Battles 28 305 19 −7.32

Creatures are positive territory at +3.50 with the largest observation pool (586,193). All other types fall below +1.0, with artifacts (−1.22) and nonbasic lands (−2.84) in negative territory, and battles (−7.32) at the bottom — though battles has by far the smallest sample (305 observations, 28 qualifying cards, 19 decks). Artifact cards appear in 3,222 decks, making their −1.22 figure the best-evidenced negative result by breadth. Type buckets pool radically heterogeneous cards; a high-impact finisher and an uncastable bulk rare both count toward the same type bucket.

Commander — Board Impact by Color Identity

Color Qualifying Cards Observations Decks (≥1 card) Avg Board Impact
Green 3,989 254,283 623 +3.67
White 3,859 217,294 1,035 +3.63
Red 3,591 193,800 540 +3.16
Black 3,926 253,853 516 +1.60
Blue 3,625 192,052 557 +1.20
Colorless 1,493 125,970 3,222 −0.05

All five colors post positive average board impact in Commander; Colorless is marginally negative (−0.05). Green (+3.67) and White (+3.63) lead, Red (+3.16) follows, while Black (+1.60) and Blue (+1.20) trail. Multicolor cards contribute to each of their colors' aggregates, so these are not independent. Colorless cards appear in 3,222 decks — the broadest representation — with a near-zero aggregate signal.

Standard — Board Impact (14 qualifying cards)

Only 14 Standard cards met the ≥ 10 decks and ≥ 25 observations floor for board-impact ranking.

Top performers:

Card Decks (n) Observations Avg Board Impact
Eidolon of the Great Revel 45 826 +5.13
Goblin Guide 45 961 +5.03
Monastery Swiftspear 45 866 +4.31
Lightning Bolt 51 557 +4.00
Rift Bolt 46 447 +2.49
Lava Spike 46 315 +2.33
Chain Lightning 45 460 +2.04
Skullcrack 38 77 +0.77
Llanowar Elves 15 270 +0.58
Dark Ritual 14 32 −0.12
Sol Ring 28 87 −0.44
Searing Blaze 22 37 −3.70
Arcane Signet 19 43 −3.77
Shard Volley 43 175 −4.08

Standard's board-impact leaders are consistent with a highly aggressive card pool — Eidolon of the Great Revel (45 decks, 826 observations, +5.13) leads, with Goblin Guide and Monastery Swiftspear close behind. Shard Volley posts the steepest negative figure (−4.08, 43 decks, 175 observations), which may reflect the land-payment cost appearing as a board-state cost when the card is played.

Standard — Board Impact by Card Type

Type Qualifying Cards Observations Decks (≥1 card) Avg Board Impact
Creatures 1,245 18,280 45 +3.33
Sorceries 257 3,043 46 +1.50
Instants 294 3,198 51 +0.98
Artifacts 209 1,696 28 −2.94

Creatures lead at +3.33 in Standard as well, consistent with the Commander pattern. Artifacts are the only negative type (−2.94, 28 decks), which likely reflects the specific artifact cards submitted — primarily Commander-format staples (Sol Ring, Arcane Signet) appearing in Standard submissions where they are less effective.

Standard — Board Impact by Color

Color Qualifying Cards Observations Decks (≥1 card) Avg Board Impact
Red 312 7,508 51 +3.12
Green 593 6,384 15 +3.02
Black 640 6,184 14 +1.85
Colorless 192 1,800 28 −1.20

Only four color groups meet the qualifying threshold for Standard. Red leads at +3.12 (51 decks, 7,508 observations). Green (15 decks) and Black (14 decks) sit at minimum cohort; treat their figures with appropriate caution.


Deck Iteration: Retest Win-Rate Changes

A "retest" = a deck with more than one completed simulation. Win-rate change = latest sim win rate minus first sim win rate per deck.

Commander (n = 797 retested decks)

Metric Value
Retested decks 797
Average win-rate change −1.9 percentage points
Improved 350 decks (43.9%)
Declined 392 decks (49.2%)
Flat 55 decks (6.9%)

On average, Commander decks that were retested posted a win rate 1.9 points lower in their latest simulation than in their first. More decks declined (392) than improved (350). This pattern is consistent with regression to the mean, variations in which Gauntlet opponents were drawn between tests, or deck changes made between tests — the dataset cannot isolate which factor dominates. It does not imply that iterating on a Commander deck makes it worse.

Standard (n = 26 retested decks)

Metric Value
Retested decks 26
Average win-rate change −0.2 percentage points
Improved 6 decks (23.1%)
Declined 13 decks (50.0%)
Flat 7 decks (26.9%)

The Standard retest sample (n = 26 decks) is too small for confident interpretation. The −0.2-point average change is effectively flat at this sample size. No further sub-group analysis is published for Standard retests in this edition.


Coarse Monthly Trends

Test volume and average win rate by calendar month and format. Monthly cohorts contain different decks each month; this tracks submission patterns, not individual deck improvement. Win-rate figures suppressed for months with no game data in the dataset.

Commander Monthly Trend

Month Simulations Decks Games Win Rate
2026-05 74 51 — — (no game data)
2026-06 129 98 60 38.3%
2026-07 307 233 4,406 42.8%
2026-08 325 239 4,817 41.6%
2026-09 1,858 1,478 27,244 43.1%
2026-10 2,778 1,906 40,220 44.9%
2026-11 (partial) 74 39 1,012 47.1%

Commander test volume expanded dramatically from under 200 simulations per month through August to 1,858 in September and 2,778 in October. The win rate moved from 38.3% in June to 47.1% in November — a +8.8-point increase. This trend tracks who submitted decks each month, not any single deck improving; October–November may reflect a shift in the composition of submitted decks toward higher-performing builds. May shows no game data in the dataset. June game count is low (60 games) and its rate carries wider uncertainty.

Standard Monthly Trend

Month Simulations Decks Games Win Rate
2026-06 24 20 — — (no game data)
2026-07 31 26 427 33.3%
2026-08 29 22 435 31.7%
2026-09 66 56 980 42.0%
2026-10 88 70 1,306 39.8%

Standard monthly volumes are modest throughout the window. After sitting at 31.7–33.3% in July–August, the Standard win rate rose to 42.0% in September before easing back to 39.8% in October. No November Standard data appears in the monthly breakdown. Given the small monthly cohort sizes in Standard (20–70 decks per month), month-to-month swings reflect compositional change in who submitted that month rather than any trend in deck quality.

[GRAPHIC PLACEHOLDER #6: Dual-axis line chart of Commander and Standard monthly win rates (2026-06 through 2026-11), with simulation counts as bar overlay. Commander: Jun 38.3%, Jul 42.8%, Aug 41.6%, Sep 43.1%, Oct 44.9%, Nov 47.1%. Standard: Jul 33.3%, Aug 31.7%, Sep 42.0%, Oct 39.8%.]


Game Length / Tempo

Average game length measured in turns. "Avg turns" = mean across per-match average turn counts; shortest and longest reflect the mean of per-match minimum and maximum game lengths within each deck's simulation set. Correlational and descriptive only.

Format Decks (n) Avg Turns Avg Shortest Game Avg Longest Game
Commander 3,569 10.2 8.3 12.1
Standard 145 9.5 7.3 11.6

Commander games average 10.2 turns, with typical variation spanning from 8.3 turns (shortest games) to 12.1 turns (longest), across 3,569 decks. Standard games are slightly shorter on average at 9.5 turns, ranging 7.3–11.6 turns, across 145 decks. The similarity in game length between the two formats is notable given their structural differences; within this gauntlet environment, the Forge engine converges outcomes at comparable speeds across both formats. Game length varies by matchup and deck archetype; this report does not publish per-matchup or per-archetype game-length breakdowns, as the per-cell sample sizes are not verified to meet the minimum cohort floor for those cuts.


Matchup Structure: Deck vs. Opponent

This section examines how much of the variation in simulated win rates is explained by which deck is playing versus which Gauntlet opponent it faces. Four complementary views are presented: a Power Score band × opponent win-rate grid, a matchup-inversion rate, a variance decomposition, and per-opponent Spearman correlations between Power Score and win rate. All findings are descriptive decompositions of simulated results. No causal claims are made.

Power Score Band × Opponent Win-Rate Grid (Commander)

Three Power Score bands (terciles) crossed with five high-volume Gauntlet opponents. All cells ≥ 10 decks and ≥ 5 games. Win rate = wins ÷ (wins + losses).

PS Band PS Range Band Decks (n) Opponent Cell Decks (n) Cell Games Win Rate
High 52.0–91.5 229 Breya Artifact Combo 217 1,913 76.4%
Mid 37.4–51.9 228 Breya Artifact Combo 223 2,035 59.2%
Low 0–37.3 228 Breya Artifact Combo 220 1,774 34.8%
High 52.0–91.5 229 Derevi Bant Control 215 1,901 69.8%
Mid 37.4–51.9 228 Derevi Bant Control 224 2,036 53.7%
Low 0–37.3 228 Derevi Bant Control 223 1,793 34.8%
High 52.0–91.5 229 Aesi Landfall 183 1,707 59.2%
Mid 37.4–51.9 228 Aesi Landfall 180 1,765 42.6%
Low 0–37.3 228 Aesi Landfall 175 1,498 26.4%
High 52.0–91.5 229 Atraxa Superfriends 216 1,904 55.4%
Mid 37.4–51.9 228 Atraxa Superfriends 224 2,036 37.6%
Low 0–37.3 228 Atraxa Superfriends 223 1,794 20.9%
High 52.0–91.5 229 Edgar Markov Vampires 218 1,921 51.0%
Mid 37.4–51.9 228 Edgar Markov Vampires 222 2,028 33.8%
Low 0–37.3 228 Edgar Markov Vampires 223 1,799 18.0%

The grid tells a consistent story: across every opponent, the High PS band outperforms the Low PS band by a wide margin. The gap is largest against Breya Artifact Combo (76.4% vs. 34.8%, a 41.6-point spread) and smallest against Edgar Markov Vampires (51.0% vs. 18.0%, a 33.0-point spread). Even within the High PS band, win rates vary substantially by opponent — from 51.0% against Edgar Markov Vampires to 76.4% against Breya Artifact Combo — confirming that the specific opponent still shapes outcomes significantly even among the highest-scoring decks.

A Standard Power Score grid is not published in this edition; the Standard per-cell sample sizes do not meet the minimum cell floor for a reliable three-band × five-opponent cross-tab.

[GRAPHIC PLACEHOLDER #7: Commander PS-band × opponent heatmap. Rows: High/Mid/Low PS. Columns: Breya, Derevi, Aesi, Atraxa, Edgar. Values: 76.4/59.2/34.8, 69.8/53.7/34.8, 59.2/42.6/26.4, 55.4/37.6/20.9, 51.0/33.8/18.0.]

Matchup-Inversion Rate

Share of comparable deck pairs whose strict win-rate preference order between two meta opponents is reversed. Higher = the specific opponent reshuffles outcomes more. All cells meeting the per-cell game floor.

Format Decks (n) Opponent Pairs Comparable Pairs Inverted Pairs Inversion Rate
Commander 654 10 1,322,706 491,438 37.2%
Standard 21 10 1,561 459 29.4%

In Commander, 37.2% of the 1,322,706 comparable deck pairs reversed their preference order between the two opponents in a given pairing — meaning that of two decks which both strictly preferred opponent A over opponent B, more than one-third flipped that preference in the opposite direction for at least one other opponent pairing. In Standard, the figure is 29.4% across 1,561 comparable pairs. These rates confirm that the Gauntlet opponent is not merely a scale adjustment applied uniformly across all decks — it genuinely reshuffles outcomes in a format-dependent way. The higher Commander rate (37.2% vs. 29.4%) is consistent with the greater diversity of Commander deck archetypes creating more opponent-specific performance profiles.

Variance Decomposition

Games-weighted share of total per-(deck, opponent) cell win-rate variance attributable to a deck main effect, an opponent main effect, and a residual. Descriptive decomposition only — not a significance test.

Format Decks (n) Opponents Cells Deck Share Opponent Share Residual Share
Commander 687 31 3,225 48.6% 15.1% 36.3%
Standard 22 6 106 22.2% 37.9% 39.9%

The two formats point in opposite directions. In Commander (687 decks, 31 opponents, 3,225 cells), the deck main effect accounts for 48.6% of win-rate variance across cells, while the opponent main effect accounts for only 15.1%. The residual — interaction effects and noise — is 36.3%. The Commander Gauntlet, with its broad 31-opponent diversity, sees individual deck quality as the primary driver of outcome variation.

In Standard (22 decks, 6 opponents, 106 cells), the opponent main effect (37.9%) exceeds the deck main effect (22.2%), with a 39.9% residual. With a narrower five-opponent gauntlet and a smaller, less diverse deck pool, the specific opponent a Standard deck faces plays a proportionally larger role in determining its win rate. These decompositions describe simulated results in this dataset under this gauntlet; they do not generalize to other opponent pools or deck populations.

Per-Opponent Spearman Correlation: Power Score vs. Win Rate

Spearman rank correlation (ρ) between a deck's Power Score and its win rate against each opponent, over decks clearing the per-cell game floor. Correlation, not causation.

Commander

Opponent Decks (n) Spearman ρ
Breya Artifact Combo 660 0.75
Derevi Bant Control 662 0.74
Aesi Landfall 538 0.66
Atraxa Superfriends 663 0.72
Edgar Markov Vampires 663 0.71

All five Commander opponents show strong positive correlations between Power Score and per-matchup win rate (ρ ranging 0.66–0.75). Breya Artifact Combo has the highest at ρ = 0.75 (n = 660 decks); Aesi Landfall the lowest at ρ = 0.66 (n = 538 decks). The consistently high correlations across opponents mean that, in this dataset, Power Score rank and simulated win-rate rank align substantially — but far from perfectly. The 36.3% residual variance in the decomposition above quantifies what Power Score does not explain.

Standard

Opponent Decks (n) Spearman ρ
Dimir Midrange 21 0.79
Temur Harmonizer Combo 21 0.68
Azorius Tempo 21 0.66
Jeskai Control 21 0.30
Mono Red Aggro 21 −0.05

Standard's Spearman correlations are more varied — and in the case of Mono Red Aggro, essentially flat at ρ = −0.05 (n = 21 decks). This is the clearest evidence in the dataset that Power Score does not consistently predict win rate in Standard: against Mono Red Aggro, a higher Power Score carried no rank advantage. Jeskai Control shows a weak positive correlation (ρ = 0.30), while Dimir Midrange (ρ = 0.79) and Temur Harmonizer Combo (ρ = 0.68) show the stronger relationships seen across Commander opponents. The small Standard sample (n = 21 decks per opponent) means these correlations carry substantial uncertainty.

These correlation figures involve Power Score, which is an internal Grim.Cards composite. All correlations here are descriptive; they identify how much the internal metric's rank ordering lines up with simulated outcome rank, in whichever direction the data points.


Per-Deck Appendix (Anonymized)

Privacy notice: Pseudonyms (C-001 through C-681, S-001 through S-021) are randomly reassigned every edition. No pseudonym tracks to the same deck across editions, and no pseudonym links to any account, deck name, or decklist. Published values are coarsened: Power Score rounded to nearest 5, win rates and matchup spreads rounded to whole percentage points, game counts banded. Only derived statistics appear — never deck names, card lists, or user identifiers.

Commander Appendix Summary (n = 681 decks, minimum 20 games per deck)

Metric Value
Published decks 681
Win rate range 0% – 90%
Median win rate 45%
Median matchup spread (n = 665 decks with ≥3 opponents) 16 percentage points

The per-deck appendix spans a wide range: the lowest recorded win rate in the published rows is 0% and the highest is 90%. The median of 45% sits slightly above the full-cohort mean of 43.3%, reflecting that the appendix floor of 20 games per deck skews toward decks with more simulation data. The median matchup spread of 16 percentage points (std dev of per-opponent win rates, for decks that faced ≥3 Gauntlet opponents) indicates that the typical Commander deck's results vary by about 16 points across its different matchups — enough variation to distinguish matchup specialists from generalists in many cases.

Outlier callout — widest overperformance vs. Power Score expectation:
Deck C-507 (PS band: 10, games band: 20–49, 5 opponents faced) posted a 29% win rate against an OLS-expected win rate of 13% for its Power Score — a residual of +16 percentage points. This is the widest positive residual in the Commander appendix: the deck substantially outperformed what its Power Score alone predicted.

Outlier callout — widest underperformance vs. Power Score expectation:
Deck C-326 (PS band: 60, games band: 20–49, 1 opponent faced) posted a 45% win rate against an OLS-expected win rate of 59% — a residual of −14 percentage points. This deck underperformed its Power Score expectation by the widest margin in the published rows.

Both residuals are computed from an OLS regression fit to the published per-deck appendix rows (coarsened Power Score vs. coarsened win rate). They describe departure from the dataset's own internal trend line, not from any absolute standard.

[GRAPHIC PLACEHOLDER #8: Commander per-deck PS vs. win-rate scatter. X-axis: Power Score (coarsened to nearest 5). Y-axis: Win rate (whole points). 681 data points. OLS trend line overlaid. Outliers C-507 (+16 residual) and C-326 (−14 residual) labeled.]

Commander Per-Deck Rows (Selected; full table at data download)

The table below presents all 681 published Commander deck rows. Fields: anonymized ID, coarsened Power Score, games band, win rate (whole points), number of opponents faced, and matchup spread (std dev of per-opponent win rates, for decks with ≥3 opponents; null otherwise).

ID PS Games Band Win Rate Opponents Spread
C-001 20 20–49 21% 4 28 pts
C-002 45 50–99 49% 5 18 pts
C-003 60 50–99 59% 5 11 pts
C-004 30 20–49 38% 4 26 pts
C-005 40 20–49 40% 5 17 pts
… … … … … …
C-681 35 20–49 39% 5 27 pts

Full table with all 681 rows is available in the JSON data download at https://grim.cards/case-studies/editions/2026-11-01.json under perDeck.commander.decks.

Standard Appendix Summary (n = 21 decks, minimum 20 games per deck)

Metric Value
Published decks 21
Win rate range 10% – 70%
Median win rate 43%
Median matchup spread (n = 21 decks with ≥3 opponents) 24 percentage points

The Standard appendix has 21 published decks — exactly at the minimum threshold for publishing this section. The median matchup spread of 24 percentage points is higher than Commander's 16 points, reflecting greater outcome variation across Standard's five-opponent gauntlet per deck. The win rate range (10%–70%) is narrower than Commander's (0%–90%), consistent with the smaller Standard sample and the absence of extreme outliers.

Outlier callout — widest overperformance vs. Power Score expectation:
Deck S-001 (PS band: 70, games band: 20–49, 5 opponents, spread: 29 pts) posted a 70% win rate against an OLS-expected win rate of 67% — a residual of +3 percentage points. With a sample of only 21 decks, the OLS line is too underpowered for confident residual interpretation; this callout is published for structural completeness.

Outlier callout — widest underperformance vs. Power Score expectation:
Deck S-020 (PS band: 45, games band: 20–49, 5 opponents, spread: 25 pts) posted a 43% win rate against an OLS-expected win rate of 45% — a residual of −2 percentage points. The same caveat applies: the Standard sample is too small for residual analysis to carry meaningful weight.

ID PS Games Band Win Rate Opponents Spread
S-001 70 20–49 70% 5 29 pts
S-002 35 20–49 34% 5 14 pts
S-003 45 20–49 47% 5 16 pts
S-004 35 20–49 36% 5 15 pts
S-005 45 50–99 43% 5 21 pts
S-006 35 50–99 36% 5 24 pts
S-007 45 20–49 47% 5 31 pts
S-008 40 20–49 40% 5 17 pts
S-009 40 20–49 40% 5 25 pts
S-010 45 20–49 44% 5 25 pts
S-011 15 20–49 20% 5 24 pts
S-012 40 20–49 40% 5 45 pts
S-013 55 20–49 52% 5 19 pts
S-014 55 20–49 53% 5 29 pts
S-015 5 50–99 10% 5 13 pts
S-016 50 20–49 50% 5 32 pts
S-017 30 20–49 33% 5 21 pts
S-018 70 20–49 67% 5 35 pts
S-019 55 20–49 53% 5 39 pts
S-020 45 20–49 43% 5 25 pts
S-021 25 20–49 29% 5 18 pts

[GRAPHIC PLACEHOLDER #9: Standard per-deck PS vs. win-rate scatter. X-axis: Power Score (coarsened). Y-axis: Win rate (whole points). 21 data points. OLS trend line overlaid. S-001 and S-020 labeled.]


Power Score Composite (Secondary & Caveated)

⚠ Power Score is an internal Grim.Cards composite indicator — not an objective win-rate measurement and not a universal assessment of deck quality. It is presented here as a single secondary section for reference only and is not used to rank, judge, or draw conclusions about decks anywhere else in this report. The grade distribution below reflects the composition of the player-submitted deck pool in this snapshot; it is not a performance verdict.

Power Score combines multiple internal signals into a composite numeric score; the formula and weightings are Grim.Cards proprietary. Score bands map to letter grades.

Grade Distribution (player-submitted decks with Power Score)

Grade Decks (n)
S 22
A 202
B 639
C 956
D 1,440
F 646

The submitted pool skews toward the lower grade bands: D is the single most common grade (1,440 decks), with C close behind (956 decks). Only 22 decks receive the S grade — the top tier. This distribution reflects the self-selected submission pool and the Power Score's internal calibration; it does not describe the broader population of all Magic: The Gathering decks.

Power Score's relationship to simulated win rate is documented in the Matchup Structure section above (Spearman ρ ranging 0.66–0.75 in Commander per opponent; −0.05 to 0.79 in Standard per opponent) and in the per-deck appendix scatter plots. The correlation is meaningful but leaves substantial variance unexplained — particularly in Standard, where one Gauntlet opponent (Mono Red Aggro) shows essentially no correlation between Power Score rank and win-rate rank.


What We Cannot Conclude Yet

The dataset supports the figures above; it does not support the following claims, which would require additional data, different methodology, or future editions:

  1. Causal direction of any construction correlation. Whether land count, creature percentage, color identity, or card-category presence causes higher or lower win rates — rather than merely correlating with them in this submitted deck pool — cannot be determined from this data.

  2. Human-piloting win rates. All figures describe AI-versus-AI engine behavior on these decklists. How human pilots would perform with the same decks, against the same opponents, is outside this dataset's scope.

  3. Generalization beyond this gauntlet. Win rates are measured against a fixed Gauntlet. Performance against different opponents, in different tournament environments, or against human opponents may differ substantially.

  4. Individual deck trajectory over time. Monthly trend figures track different cohorts of decks each month. This report cannot show whether any specific deck improved or declined over time.

  5. Why specific commanders outperform or underperform. The top commanders by win rate (Giada, The Ur-Dragon, Edgar Markov) may owe their rates to deck quality, player selection effects, favorable gauntlet matchups, or some combination. The data cannot separate these.

  6. Card causation. Containing-deck win rates for specific cards, board-impact figures, and decision-impact figures describe associations and engine behavior — not whether any card "causes" wins or losses.

  7. Decision-impact reliability at low observation counts. Four cards appear in the Commander impact table with 13–19 decision observations each. Figures this thin are directional signals only; they may shift substantially as more observations accumulate.

  8. Standard retest patterns. With only 26 retested Standard decks, no reliable conclusion about retest behavior in that format is possible.

  9. Cross-edition deck tracking. Pseudonyms in the per-deck appendix are randomized every edition. No deck can be tracked across editions by a reader; no trend at the individual-deck level is derivable from comparing editions.


Future-Comparison Baseline Table

Machine-readable baseline metrics for this edition. Intended to enable future editions to report what changed. All rates are win rate = wins ÷ (wins + losses), excluding draws.

Metric Format Value Unit n (decks) Games Point in Time
Overall win rate All 43.7% % 4,190 80,907 2026-11-01
Win rate Commander 43.9% % 3,990 77,759 2026-11-01
Win rate Standard 38.5% % 200 3,148 2026-11-01
Median win rate Commander 42.9% % 3,842 — 2026-11-01
Median win rate Standard 40.0% % 173 — 2026-11-01
Win rate vs. Breya Artifact Combo Commander 55.4% % 3,567 14,462 2026-11-01
Win rate vs. Edgar Markov Vampires Commander 33.6% % 3,565 14,479 2026-11-01
Win rate vs. Temur Harmonizer Combo Standard 58.5% % 143 535 2026-11-01
Win rate vs. Mono Red Aggro Standard 12.3% % 144 537 2026-11-01
Avg win-rate change on retest Commander −1.9 pts 797 — 2026-11-01
Avg win-rate change on retest Standard −0.2 pts 26 — 2026-11-01
Avg game length Commander 10.2 turns 3,569 — 2026-11-01
Avg game length Standard 9.5 turns 145 — 2026-11-01
Deck main-effect variance share Commander 48.6% % 687 — 2026-11-01
Opponent main-effect variance share Commander 15.1% % 687 — 2026-11-01
Deck main-effect variance share Standard 22.2% % 22 — 2026-11-01
Opponent main-effect variance share Standard 37.9% % 22 — 2026-11-01
Matchup inversion rate Commander 37.2% % 654 — 2026-11-01
Matchup inversion rate Standard 29.4% % 21 — 2026-11-01
Median matchup spread Commander 16 pts 665 — 2026-11-01
Median matchup spread Standard 24 pts 21 — 2026-11-01
Unique users All 1,787 users — — 2026-11-01
Unique decks All 4,190 decks — — 2026-11-01
Total games All 80,907 games — — 2026-11-01
Data window start All 2026-05-14 date — — 2026-11-01
Data window end All 2026-11-01 date — — 2026-11-01

A machine-readable version of this table is available in the edition JSON at the scope, formats, matchups, retests, tempo, and matchupStructure keys: https://grim.cards/case-studies/editions/2026-11-01.json


License & Citation

License: This dataset and report are published under the Creative Commons Attribution 4.0 International (CC-BY-4.0) license. You are free to share and adapt the material for any purpose, provided appropriate credit is given.

Suggested citation:

Grim.Cards. Grim.Cards Simulation Case Study, Edition 2026-11-01. Dataset version 2.5. Published 2026-11-01. Permanent URL: https://grim.cards/case-studies/editions/2026-11-01. License: CC-BY-4.0. Data download: https://grim.cards/case-studies/editions/2026-11-01.json

Publisher: Grim.Cards
Dataset version: 2.5
Snapshot date: 2026-11-01
Temporal coverage: 2026-05-14 / 2026-11-01
Canonical URL: https://grim.cards/case-studies/editions/2026-11-01
Data download: https://grim.cards/case-studies/editions/2026-11-01.json
Edition index: https://grim.cards/case-studies
Determination method: AI-versus-AI simulations on a custom Forge engine build; win rate = wins ÷ (wins + losses), excluding draws; cohort = real human-submitted decks, Crucible and sample decks excluded; minimum published cohort = 10 unique decks.
Correlation statement: All construction breakdowns, card-level figures, and category comparisons in this report describe statistical associations in the Grim.Cards simulation dataset. None establish causation.


End of Edition 2026-11-01 · Grim.Cards Simulation Case Study · Dataset Version 2.5

All Grim.Cards case-study editions

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