Heroic Intervention
Heroic Intervention sits in 34% 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 34% of the 9443 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 6438 game-participations across 5036 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: 1816 distinct players have brought Heroic Intervention to a tracked game, and the single heaviest contributor accounts for only 1% 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.
- 34% 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
- 1816 distinct players have brought it to a tracked game, showing broad data spread
First-cast turn
n=580The "good card" funnel
6438 brought · 1816 playersOf 6438 Heroic Interventions brought to games, 1410 were drawn and 580 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 32% of the time (n=543) , vs 25% when it never left the library (n=4259).
When players drew this card but left it in hand, they won 26% (n=751) — 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 +7.3pp; 95% confidence interval +3.5pp to +11.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
1618 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
Cloud, Ex-SOLDIER
55 decks
-
2
The Ur-Dragon
48 decks
-
3
The Unbeatable Squirrel Girl
43 decks
-
4
Gishath, Sun's Avatar
41 decks
-
5
Pantlaza, Sun-Favored
39 decks
-
6
Jodah, the Unifier
38 decks
-
7
Witherbloom, the Balancer
37 decks
-
8
Baylen, the Haymaker
35 decks
-
9
Rin and Seri, Inseparable
35 decks
-
10
Avatar Aang // Aang, Master of Elements
33 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.