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Harmonize card art
Live Play Data

Harmonize

{2} {G} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
10%
Live Inclusion
Times Brought
1827
Decks Running
932
Median Cast Turn
7.0
Drawn → Played
57%
Format

Harmonize sits in 10% of tracked Commander decks on Playgroup Live, drawn 24% of the time and cast on a median turn of 7.0, well past its 4-mana curve.

Harmonize is Green's most straightforward card-draw spell: four mana, draw three cards, no conditions. Across 1689 tracked multiplayer Commander games on Playgroup Live, it shows up in 10% of decks, appearing in 932 of the 9443 distinct lists that have logged a game.

The play pattern reflects the card's nature as a mid-to-late refill. Median first cast lands on turn 7.0, well after the mana value of 4 would suggest, because players tend to bank mana and wait for the moment they need cards most. When a copy reaches a player's hand, 57% of the time it reaches the stack before the game ends. That gap from 100% reflects a mix of games ending before the moment is right and hands where the spell simply arrives too late to cast.

The dataset is well-spread: 795 distinct players have brought Harmonize to a tracked game, and no single contributor drives an outsized share of the sample. That breadth adds confidence to the directional signals here, even as the dataset continues to grow.

At a glance
  • 10% of tracked Commander decks include Harmonize
  • 24% draw rate across participations, typical for a 100-card singleton
  • 57% of drawn copies reach the stack before the game ends
  • T7.0 median first-cast turn, later than the 4-mana cost implies
  • 795 distinct players have brought Harmonize to a tracked game

First-cast turn

n=248
0%
T1
0%
T2
6%
T3
13%
T4
11%
T5
53%
T6-9
17%
T10+
Median 7.0 P25 5 · P75 9 · max 17
On curve 19% (31 / 248 cast on T4) Cast same turn as drawn 30%

The "good card" funnel

1830 brought · 795 players
Brought to game
1830
Ever drawn
438
Reached battlefield
248
Still on board at game end
8
57%

Of 1830 Harmonize copies brought to multiplayer games, 438 were drawn, and 248 of those were cast before the game ended, a draw-to-play conversion of 57%.

≥ -5.7pp

Players who cast this card win 21% of the time (n=224) , vs 21% when it never left the library (n=1148).

When players drew this card but left it in hand, they won 22% (n=166) — 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 -0.2pp; 95% confidence interval -5.7pp to +5.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

475 instances
5.1%
Library
1.7%
Battlefield
56.8%
Graveyard
6.9%
Exile

Harmonize is a sorcery and goes to the graveyard on resolution, so the graveyard is the expected final zone for cast copies. The large library share reflects the many decks where the card was brought but never drawn in that particular game.

Commanders that played this card

in tracked games

The top-commander list spans Gruul, Selesnya, Jund, Sultai, and five-color piles, reflecting how broadly Harmonize fits any Green shell rather than clustering around a single archetype.

Card text
Harmonize card

Harmonize

{2} {G} {G}
Sorcery
Draw three cards.
Marvel Super Heroes Commander (MSC) · Uncommon · Illustrated by Aniekan Udofia

Frequently Asked

How often is Harmonize drawn in a Commander game?
Across 1689 tracked multiplayer games where Harmonize was in the deck, it was drawn 24% of the time. That is consistent with what you'd expect from a singleton in a 100-card deck. Of the 438 copies that reached a player's hand, 57% were cast before the game concluded.
What turn does Harmonize usually get cast?
The median first-cast turn is 7.0, with the 25th–75th percentile window running from turn 5 to turn 9. That spread tells the real story: Harmonize is not a turn-4 play in practice, even though its mana cost is 4. Players use it as a refill in the mid-to-late game when their hand runs low, not as an early-game tempo play.
Is Harmonize banned anywhere relevant?
Harmonize is legal in Commander, Duel Commander, Legacy, Modern, Historic, Vintage, Timeless, Oathbreaker, Gladiator, and Brawl. It is not legal in Standard, Pioneer, Pauper, or Pauper Commander. There are no bans to flag for its most common homes.
Does casting Harmonize actually help you win?
The cast-vs-library win-rate delta is small and the confidence interval crosses zero at this sample size, so treat it as directional rather than conclusive. The honest read is that Harmonize's win impact is baked into deck quality: Green decks that can afford a four-mana do-nothing tend to already be well-positioned. The refill matters most when it enables a winning turn the following round, a chain that the game-level win-rate metric does not fully capture.
Why does Green use Harmonize when Blue has cheaper draw?
Green's color identity bars it from Blue's efficient draw spells in Commander. Harmonize fills a real gap: three cards for four mana is among the most mana-efficient pure card-draw options available to mono-Green and Green-heavy decks. That structural constraint explains its steady inclusion across a wide range of Green commanders in the dataset.
How concentrated is the Harmonize data across players?
The data is well-distributed. 795 distinct players have brought Harmonize to a tracked game on Playgroup Live, and the single heaviest contributor accounts for just 1% of all instances. That spread is a genuine strength of this dataset and means the numbers are not skewed by one or two prolific users.