Harrow
Harrow appears in 7% of tracked Commander decks on Playgroup Live, with 67% of drawn copies reaching resolution and a median first-cast turn of 5.0.
Harrow is a green ramp staple that trades one land for two, entering the battlefield tapped but at instant speed. Across 855 tracked multiplayer Commander games on Playgroup Live, it sits in 530 of 7200 distinct decks, a 7% inclusion rate that reflects its role as a concentrated pick rather than a universal auto-include.
Of 202 drawn copies, 67% were cast before the game ended. The median first-cast turn is 5.0, with most of the distribution falling between turns 4 and 7. That spread makes sense: Harrow needs a land on the battlefield to sacrifice, so it rarely fires on turn 3 even when drawn in the opening hand. 41% of drawn-and-cast copies were cast on the same turn they were drawn, consistent with players holding the card until a tempo window opens rather than slamming it immediately.
The commander spread is broad. Hearthhull, the Worldseed leads at 55 decks, but the top-10 list spans Golgari, Temur, Sultai, and mono-green strategies, signaling that Harrow earns its slot wherever landfall payoffs or land-count matters. The data is well distributed: 452 unique players have brought the card to a tracked game, and no single player accounts for more than a small fraction of instances.
- 7% of tracked Commander decks include Harrow
- 67% of drawn copies were cast before the game ended
- T5.0 median first-cast turn across tracked games
- 23% draw rate, typical for a singleton in a 100-card deck
- 28% of casts landed exactly on curve at mana value 3
- 452 distinct players have brought Harrow to a tracked game
First-cast turn
n=136The "good card" funnel
890 brought · 452 playersOf 890 Harrows brought to games, 202 were drawn, 136 of those were cast, and nearly all resolved directly to the graveyard as instants do, with the land payoff already on the battlefield.
Players who cast this card win 28% of the time (n=123) , vs 23% when it never left the library (n=551).
When players drew this card but left it in hand, they won 36% (n=58) — 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 +5.3pp; 95% confidence interval -2.5pp to +13.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
263 instancesThe vast majority of Harrow copies end the game in the graveyard, exactly as expected for an instant that resolves and goes to the bin. The handful finishing on the battlefield or in hand are edge cases from unusual game states.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
67 decks
-
2
Teval, the Balanced Scale
45 decks
-
3
The Swarmlord
24 decks
-
4
Tifa Lockhart
21 decks
-
5
Aesi, Tyrant of Gyre Strait
14 decks
-
6
Kalamax, the Stormsire
12 decks
-
7
Korvold, Fae-Cursed King
11 decks
-
8
Omnath, Locus of Rage
11 decks
-
9
Bristly Bill, Spine Sower
9 decks
-
10
Toph, the First Metalbender
9 decks
Hearthhull, the Worldseed leads the list but the top 10 spans at least six distinct color identities, showing that Harrow's appeal cuts across the green-inclusive commander meta rather than concentrating in one archetype.