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Part of Marvel Super Heroes
·
Sorcery
·
Marvel Super Heroes (MSH)
Live Play Data
Go Nuts!
0%
Live Inclusion
Times Brought
328
Decks Running
131
Median Cast Turn
7
Drawn → Played
59%
Format
First-cast turn
n=41
0%
T1
0%
T2
7%
T3
7%
T4
15%
T5
61%
T6-9
10%
T10+
Median
7
P25
5
· P75
8
· max
14
On curve
0%
(0 / 41 cast on T1)
Cast same turn as drawn
29%
The "good card" funnel
328 brought · 124 playersBrought to game
328
Ever drawn
70
Reached battlefield
41
Still on board at game end
2
≥ -11.3pp
Players who cast this card win 26% of the time (n=37) , vs 23% when it never left the library (n=228).
When players drew this card but left it in hand, they won 25% (n=27).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +2.8pp; 95% confidence interval -11.3pp to +16.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
79 instances2.5%
Library
2.5%
Battlefield
46.8%
Graveyard
11.4%
Exile
Commanders that played this card
in tracked games-
1
The Unbeatable Squirrel Girl
50 decks
-
2
Bruce Banner // The Incredible Hulk
14 decks
-
3
Jennifer Walters // The Sensational She-Hulk
8 decks
-
4
Wolverine, Best There Is
6 decks
-
5
Hulk, Gamma Goliath
5 decks
-
6
The Astonishing Ant-Man
3 decks
-
7
Hamza, Guardian of Arashin
2 decks
-
8
Jenova, Ancient Calamity
2 decks
-
9
Maarika, Brutal Gladiator
2 decks
-
10
Neyith of the Dire Hunt
2 decks
Card text
Go Nuts!
Sorcery
Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature an opponent controls.
Marvel Super Heroes (MSH)
·
Common
·
Illustrated by Ignatius Budi
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 780,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.