Force of Will
6% of tracked Commander decks run Force of Will. When drawn, 61% of copies reach the cast step, with a median first-cast turn of 6.
Force of Will sits in 6% of the 5779 Commander decks that have played a tracked game on Playgroup Live. That selective presence, far below a staple like Sol Ring, reflects its hard constraint: only blue decks can run it, and even within blue it competes for a slot against cheaper, more reliably castable interaction.
61% of drawn copies are cast before the game ends. That figure is lower than you might expect for a free-pitch counterspell, but Force of Will has two real costs: a life payment and a card in exile. Players sitting on a dead hand, or who never see a blue card to pitch, may end the game holding it. The median first cast lands on turn 6, squarely in the mid-game window where counter wars tend to matter most in multiplayer.
Across 652 tracked games, Force of Will was brought to the table 801 times and cast 127 times. Data comes from 264 distinct players, and the single heaviest contributor accounts for 9% of all instances, comfortably below the 30% threshold where individual bias becomes a concern. The commander distribution is wide and blue-heavy, as expected for a card that requires blue in the command zone.
- 6% of tracked Commander decks include Force of Will
- 61% of drawn copies reach the cast step
- T6 median first-cast turn
- 26% draw rate, typical for a singleton in a 100-card deck
- 264 distinct players have brought Force of Will to a tracked game
- 34% normalized win rate in games where Force of Will was cast
First-cast turn
n=127The "good card" funnel
801 brought · 264 playersOf 801 copies brought to games, 208 were drawn, 127 of those were cast, and the card resolved to the graveyard in the vast majority of cases, as expected for a one-shot counterspell.
Players who cast this card win 34% of the time (n=122) , vs 25% when it never left the library (n=498).
When players drew this card but left it in hand, they won 37% (n=80) — 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 +9.0pp; 95% confidence interval +0.7pp to +17.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
240 instancesForce of Will is an instant that resolves to the graveyard, so the bulk of tracked copies end there. Most copies that never leave the library simply were not drawn in 652 observed games, the baseline expectation for any singleton.
Commanders that played this card
in tracked games-
1
Kinnan, Bonder Prodigy
9 decks
-
2
Urza, Lord High Artificer
9 decks
-
3
Y'shtola, Night's Blessed
9 decks
-
4
Yuriko, the Tiger's Shadow
9 decks
-
5
Namor the Sub-Mariner
8 decks
-
6
Esika, God of the Tree // The Prismatic Bridge
7 decks
-
7
Grand Arbiter Augustin IV
7 decks
-
8
Kefka, Court Mage // Kefka, Ruler of Ruin
7 decks
-
9
Vivi Ornitier
7 decks
-
10
Kenrith, the Returned King
6 decks
The top-commander list peaks at 6 decks for several different commanders, a flat and even spread that confirms Force of Will is not the signature piece of any single archetype but a generic blue staple scattered across the meta.