Heroic Intervention
Heroic Intervention sits in 32% of tracked Commander decks on Playgroup Live, and when it reaches a player's hand it is cast 41% of the time, with a median first-cast turn of 7.0.
Heroic Intervention appears in 32% of the 5531 Commander decks that have played a tracked game on Playgroup Live, making it one of green's most consistent interactive includes across the tracked meta. It has been brought to 3376 game-participations across 2672 tracked games.
As an instant, the card never stays on the battlefield, so the relevant execution number is draw-to-play: 41% of drawn copies are cast before the game ends. The median first-cast turn is 7.0, which makes sense for a reactive spell held in hand until the right moment. Players hold it a median of 3 turns after drawing before deploying it, consistent with waiting for an opponent's board wipe or removal spell.
The commander distribution is broad: 1099 distinct players have brought Heroic Intervention to a tracked game, and the single heaviest contributor accounts for only 2% of all instances. That spread means the data reflects a wide range of play patterns rather than one player's personal preference, which is a meaningful data quality signal at this sample size.
- 32% of tracked Commander decks include Heroic Intervention
- 22% draw rate per game, typical for a singleton in a 100-card deck
- 41% of drawn copies are cast before the game ends
- T7.0 median first-cast turn, reflecting its use as a reactive hold
- 1099 distinct players have brought it to a tracked game, showing broad data spread
First-cast turn
n=304The "good card" funnel
3376 brought · 1099 playersOf 3376 Heroic Interventions brought to games, 741 were drawn and 304 of those were cast, reflecting its role as a reactive instant held for the right moment rather than deployed on sight.
Players who cast this card win 31% of the time (n=294) , vs 25% when it never left the library (n=2342).
When players drew this card but left it in hand, they won 28% (n=412) — 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 +5.8pp; 95% confidence interval +0.7pp to +10.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
835 instancesHeroic Intervention is an instant that resolves to the graveyard, so the graveyard is the expected final zone for cast copies. The library share represents instances that were never drawn across the game, which is the normal fate for most singleton cards in a 100-card deck.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
29 decks
-
2
Baylen, the Haymaker
27 decks
-
3
Gishath, Sun's Avatar
27 decks
-
4
The Unbeatable Squirrel Girl
25 decks
-
5
Cloud, Ex-SOLDIER
24 decks
-
6
Dogmeat, Ever Loyal
23 decks
-
7
Witherbloom, the Balancer
23 decks
-
8
Ms. Bumbleflower
22 decks
-
9
Jodah, the Unifier
21 decks
-
10
Pantlaza, Sun-Favored
20 decks
The top commander list spans mono-green, Gruul, Naya, five-color, and Golgari strategies, signaling that Heroic Intervention slots into any green shell that wants to protect a board investment rather than being tied to one archetype.