Consider
Consider sits in 3.1% of tracked Commander decks, but when it resolves, the decks casting it win 45% of those games — 7.2 points above the win rate in games where it stayed in the library all game.
Consider is a one-mana blue instant that surveys the top of your deck and replaces itself with a fresh draw. Across 102 tracked games on Playgroup Live, it appears in 64 of 2,036 distinct decks, a 3.1% inclusion rate that reflects its home in deliberate, spell-dense strategies rather than the broader format.
The win-rate signal is the headline number. Games where Consider resolved show a 45% win rate across 20 observed casts. Games where it sat in the library the entire game show a 37.8% rate across 74 participations. That 7.2-point delta is directional, not conclusive — both buckets are below the threshold where we'd call the trend definitive — but it is consistent with what you'd expect from a card that helps you hit the right spell at the right moment. The 68% draw-to-play rate tells a similar story: players who draw it tend to cast it, though a median one-turn delay in hand suggests they're picking their spot rather than slamming it on sight.
The commander distribution skews heavily toward Izzet spell-matters builds, with Vivi Ornitier and Sauron, Lord of the Rings leading the list. Consider earns its slot in decks that want cheap cantrips to trigger instants-and-sorceries commanders, fuel graveyard engines, or smooth out curve-heavy hands.
- 3.1% inclusion rate across tracked Commander decks — a deliberate specialist, not a staple
- 68% of drawn Considers are cast before the game ends
- 45% win rate in games where Consider was cast (20 observed instances)
- +7.2pp win-rate delta over games where it never left the library
- T4 median first-cast turn, with a range of turns 1 through 8
- 19 of 20 casts end in the graveyard — as expected for a one-shot instant
First-cast turn
n=22The "good card" funnel
115 broughtOf 104 copies brought to games, 28 were drawn and 20 were cast — a funnel that narrows predictably for a low-mana singleton, with the 68% draw-to-play rate indicating players rarely sit on it long once it hits their hand.
Players who cast this card win 45% of the time (n=22) , vs 37% when it never left the library (n=83).
Final zone distribution
115 instances74 of 104 brought copies ended in the library, the expected outcome for a singleton that isn't drawn — the 19 graveyard entries represent nearly every resolved cast, which is exactly right for a one-shot instant.
Top commanders running this card
by deck count-
1
Sauron, Lord of the Rings
10 decks
-
2
Vivi Ornitier
9 decks
-
3
Elsha, Threefold Master
6 decks
-
4
Alela, Cunning Conqueror
5 decks
-
5
Galazeth Prismari
5 decks
-
6
Ghyrson Starn, Kelermorph
5 decks
-
7
Saruman of Many Colors
5 decks
-
8
Melek, Reforged Researcher
4 decks
-
9
Satoru Umezawa
4 decks
-
10
Veyran, Voice of Duality
4 decks
The top 10 commanders are split between Izzet (R/U) and broader blue multicolor builds, with Vivi Ornitier leading at 10 decks — the concentration signals a clear spell-matters niche rather than broad adoption.
How often is Consider drawn in a Commander game? ▾
In the 104 deck-participations tracked on Playgroup Live, Consider was drawn 28 times — a 26.9% draw rate. That is broadly normal for a singleton in a 100-card deck. Of those 28 drawn copies, 20 were cast, giving a draw-to-play rate of roughly 68%.
What does the win-rate delta actually tell us? ▾
When Consider resolved, the casting player's deck won 45% of the time across 20 observed instances. When Consider sat in the library the whole game, the deck won 37.8% of the time across 74 participations. The 7.2-point gap is an early directional signal that the card contributes positively to outcomes in the decks running it. With both sample buckets below ideal thresholds, we call this consistent rather than conclusive.
Why does Consider have near-zero battlefield stickiness? ▾
Battlefield stickiness measures how often a card is still on the battlefield at the end of a game after being cast. Consider is a one-shot instant: it resolves, performs its surveil and draw, and immediately goes to the graveyard. A stickiness of 0.0 is exactly what you'd expect and is not a negative signal. The final zone distribution confirms it: 19 of the 20 cast instances ended in the graveyard.
What commanders are most likely to run Consider? ▾
The top home in our dataset is Vivi Ornitier (10 decks), followed by Sauron, Lord of the Rings (8 decks) and a cluster of Izzet commanders — Galazeth Prismari, Ghyrson Starn, Veyran, and Melek — each at 4 or 5 decks. The pattern is clear: blue-red spell-matters strategies value the cheap cantrip plus the surveil trigger for filtering and graveyard setup.
Is Consider legal in Commander? ▾
Yes. Consider is legal in Commander, as well as Legacy, Modern, Pioneer, Pauper, Vintage, Duel Commander, Historic, Timeless, and Pauper Commander. It is not legal in Standard, Alchemy, or Premodern.
How quickly do players cast Consider after drawing it? ▾
Across the 19 draw-and-cast instances with recorded timing data, the median delay between drawing and casting Consider is 1 turn. The average sits at 1.0 turns, with a maximum delay of 3 turns. Only 42% of casts happen the same turn the card is drawn, suggesting players read the board and choose a moment — often holding it to respond to an opponent's action at instant speed.