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Consider card art
Live Play Data

Consider

{U} · Instant · Avatar: The Last Airbender Eternal (TLE)
5%
Live Inclusion
Times Brought
695
Decks Running
406
Median Cast Turn
5
Drawn → Played
78%
Format

78% of drawn Consider copies are cast before the game ends, and decks that cast it win at a 33% rate versus 25% when it stays buried in the library.

Consider is a 1-mana blue instant that cantrips and surveils. Across 677 tracked multiplayer Commander games on Playgroup Live, it appears in 406 of 7624 tracked decks. That 5% inclusion rate reflects a niche but deliberate role: Consider slots into blue decks that want to smooth draws, stock the graveyard, or fuel instants-matter engines.

The draw-to-play number is the headline. 78% of drawn copies reach the stack before the game ends. Median first cast lands on turn 5, and the distribution runs wide, from an opening-hand slam on turn 1 all the way to turn 15. The cast-vs-library win-rate delta is a positive early signal, though the sample has enough observations to treat it as directional rather than noise.

Commander restrictions narrow Consider's natural homes: it is a mono-blue or blue-inclusive card, and the top commanders are clustered around Izzet, Dimir, and Grixis strategies that value cheap interaction and graveyard setup. The data is well-spread across 347 unique players, with no single contributor driving more than a small fraction of the instances.

At a glance
  • 5% of tracked Commander decks include Consider
  • 78% of drawn copies were cast before the game ended
  • T5 median first-cast turn
  • 33% win rate in games where Consider was cast
  • 347 unique players contributed to the dataset, keeping it well-spread

First-cast turn

n=153
9%
T1
6%
T2
14%
T3
13%
T4
8%
T5
38%
T6-9
12%
T10+
Median 5 P25 3 · P75 7 · max 15
On curve 9% (14 / 153 cast on T1) Cast same turn as drawn 48%

The "good card" funnel

696 brought · 347 players
Brought to game
696
Ever drawn
196
Reached battlefield
153
Still on board at game end
5
78%

Of 696 copies brought to games, 196 were drawn, 153 of those were cast, and nearly all resolved cleanly to the graveyard as the card intends.

≥ +0.0pp

Players who cast this card win 33% of the time (n=144) , vs 25% when it never left the library (n=413).

When players drew this card but left it in hand, they won 29% (n=40) — 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 +7.9pp; 95% confidence interval +0.0pp to +15.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

221 instances
4.5%
Library
2.3%
Battlefield
67.4%
Graveyard
13.1%
Exile

The graveyard dominates Consider's final-zone distribution, exactly as expected for a resolving instant. The handful of library and hand finishes represent games that ended before the card could be used.

Commanders that played this card

in tracked games

Sauron, Lord of the Rings sits at the top with the most decks, but the commander list spans Izzet, Dimir, and Grixis archetypes, showing Consider earns its slot across multiple blue strategies rather than belonging to a single deck type.

Frequently Asked

How often is Consider drawn in a Commander game?
In 677 tracked multiplayer games where Consider was in the deck, it was drawn 28% of the time. That is consistent with a singleton in a 100-card deck. Of 196 instances that reached a hand, 78% were cast before the game ended. The median hand-to-cast delay is 1 turn, so players tend to act on it quickly once they have it.
What turn does Consider typically get cast?
The median first-cast turn is 5, with a mean around 5.5. The distribution is notably flat: roughly equal clusters appear at turns 3, 6, and 7, with a smaller spike on turn 1 for opening-hand copies. The p25 is turn 3 and the p75 is turn 7, meaning half of all casts fall in that four-turn window. Consider is a reactive instant, so players often hold it for a convenient moment rather than tapping out immediately.
Does casting Consider actually help you win?
In 144 participations where Consider was cast, the caster won 33% of the time (normalized to a 4-player baseline). In 413 participations where it stayed in the library, the win rate was 25%. The gap is a positive directional signal. The confidence interval lower bound is above zero, which gives it more weight than a typical small-sample delta, but the dataset is still early-stage so treat it as encouraging rather than conclusive.
Where does Consider end up at game's end?
Consider is an instant that resolves to the graveyard, so the graveyard is by far the most common final zone for observed copies. A small number finish in hand, in exile, or still in the library. The battlefield count is negligible, which is expected: the card does not stay in play. For decks that care about graveyard density, this means Consider contributes to the pile even when cast at an inconvenient moment.
Is Consider legal in Commander?
Yes. Consider is legal in Commander, Duel Commander, Legacy, Modern, Pioneer, Pauper, Vintage, Historic, Timeless, Gladiator, Oathbreaker, and Pauper Commander. It is not legal in Standard (rotated out), Alchemy, or Penny Dreadful. No ban applies in any Constructed format where it is currently listed as legal.
Which commanders run Consider most often?
Sauron, Lord of the Rings leads the multiplayer list by a wide margin, followed by Lord of the Nazgûl, Vivi Ornitier, Alela, Cunning Conqueror, and Fire Lord Azula. The common thread is blue in the color identity combined with a graveyard-synergy or spells-matter angle. The spread across 347 unique players and a range of commander archetypes suggests Consider is earning its slot on general blue-cantrip merit rather than being pushed by a single dominant deck.