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Dispatch card art
Live Play Data

Dispatch

{W} · Instant · Marvel Super Heroes Commander (MSC)
8%
Live Inclusion
Times Brought
644
Decks Running
310
Median Cast Turn
7.0
Drawn → Played
71%
Format

Dispatch sits in 8% of tracked Commander decks and, when drawn, reaches the stack 71% of the time, with a median first-cast turn of 7.0.

Dispatch earns its slot as a 1-mana instant with a conditional exile clause. Across 615 tracked multiplayer Commander games on Playgroup Live, 310 of 4037 distinct decks bring it, putting inclusion at 8%. That narrow footprint makes sense: the Metalcraft requirement limits it to artifact-heavy builds.

When a copy does land in hand, 71% of drawn Dispatches reach the stack before the game ends. Median first cast lands on turn 7.0, reflecting the reactive nature of removal: players hold it for the right target rather than jamming it early. The hand-to-cast delay averages roughly 2.5 turns for cast copies, and only about 25% are used the same turn they are drawn.

Because Dispatch is an instant that resolves directly to the graveyard (or exiles its target and then goes to the graveyard), the card's final-zone picture is almost entirely graveyard and exile. The commander list skews heavily toward artifact commanders, particularly Cloud, Ex-SOLDIER and T'Challa, the Black Panther, which confirms the Metalcraft dependency shapes where this card sees play.

At a glance
  • 8% of tracked Commander decks include Dispatch
  • 71% of drawn copies reach the stack before the game ends
  • T7.0 median first-cast turn, typical for reactive removal
  • 270 distinct players have brought Dispatch to a tracked game, showing broad spread
  • 23% draw rate per game, standard for a singleton in a 100-card deck

First-cast turn

n=104
1%
T1
0%
T2
0%
T3
7%
T4
16%
T5
60%
T6-9
16%
T10+
Median 7.0 P25 6 · P75 9 · max 14
On curve 1% (1 / 104 cast on T1) Cast same turn as drawn 25%

The "good card" funnel

644 brought · 270 players
Brought to game
644
Ever drawn
146
Reached battlefield
104
Still on board at game end
4
71%

Of 644 Dispatch copies brought to games, 146 were drawn and 104 of those were cast, a strong draw-to-play conversion for reactive removal held for the right moment.

≥ -3.4pp

Players who cast this card win 28% of the time (n=103) , vs 22% when it never left the library (n=453).

When players drew this card but left it in hand, they won 35% (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 +5.4pp; 95% confidence interval -3.4pp to +14.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

157 instances
3.8%
Library
2.5%
Battlefield
61.8%
Graveyard
7.0%
Exile

The vast majority of Dispatch copies resolve to the graveyard or exile their target, as expected for a spell that never enters the battlefield. The small library remainder reflects copies that were never drawn.

Commanders that played this card

in tracked games

Cloud, Ex-SOLDIER and T'Challa, the Black Panther lead with the most decks, and the spread across artifact-heavy commanders reinforces that Metalcraft availability drives adoption far more than color identity alone.

Frequently Asked

How often is Dispatch drawn in a Commander game?
Across 615 tracked games where Dispatch was in the deck, it was drawn 23% of the time. That is standard for a singleton in a 100-card deck. Of 146 total drawn copies, 71% were cast before the game concluded. The remainder were mostly held in hand when the game ended, which is a common outcome for reactive removal held for the right moment.
What turn does Dispatch typically get cast?
Median first cast lands on turn 7.0, with the middle 50% of casts occurring between turns 6 and 9. Only about 25% of cast copies were played the same turn they were drawn, meaning players routinely hold it for a turn or two while waiting for an optimal target or to confirm Metalcraft is online. The distribution stretches to turn 14 at the maximum observed.
Does casting Dispatch correlate with winning?
In 103 participations where Dispatch was cast, the normalized win rate is 28%. In 453 participations where it stayed in the library, the rate is 22%. The +5.4 percentage-point gap is a directional early signal, but both sample sizes keep this in 'watch and see' territory rather than a confirmed effect. The lower bound of the confidence interval crosses zero, so treat the lift as suggestive, not conclusive.
Is Dispatch legal in Commander?
Yes. Dispatch is legal in Commander, Duel Commander, Legacy, Modern, Vintage, Oathbreaker, and PreDH. It is not legal in Standard, Pioneer, Pauper, Brawl, or Alchemy. It has no Commander ban or restriction. Outside Commander, it sees some Modern play in artifact-heavy shells where Metalcraft is easily satisfied.
Why does Dispatch cluster so strongly in artifact-themed decks?
The Metalcraft clause, which requires three or more artifacts to exile rather than just tap, is the card's main draw over cheaper or simpler removal. Without reliable artifact density, Dispatch is merely a 1-mana Tapper, which is rarely worth a deck slot. That dependency explains why top commanders in the data are artifact-centric commanders like Cloud, Ex-SOLDIER, Shorikai, Genesis Engine, Breya, Etherium Shaper, and Mr. House, President and CEO. In the right deck, Dispatch is one of the most mana-efficient exile effects available at instant speed in white.
How concentrated is the Dispatch data across players?
The data is well-spread. 270 distinct players have brought Dispatch to a tracked game on Playgroup Live, and the single heaviest contributor accounts for only 4% of all tracked instances. That low concentration means the numbers are not skewed by one or two prolific players running the card repeatedly, which adds some confidence to the directional patterns we see.