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Inspiring Call card art
Live Play Data

Inspiring Call

{2} {G} · Instant · Avatar: The Last Airbender Eternal (TLE)
10%
Live Inclusion
Times Brought
1842
Decks Running
911
Median Cast Turn
8.0
Drawn → Played
46%
Format

Inspiring Call sits in 10% of tracked Commander decks and is cast on a median turn of 8.0, a clear signal that players wait until a board of counters is ready before pulling the trigger.

Inspiring Call is a conditional instant: it draws cards equal to your creatures wearing +1/+1 counters and shields them with indestructible until end of turn. That double function makes it a natural fit for counters-matter strategies, and the data backs that up. It appears in 911 of the 9443 distinct Commander decks tracked on Playgroup Live, an 10% inclusion rate concentrated almost entirely in green-based +1/+1-counter builds.

The median first-cast turn is 8.0, well into the mid-game. Players hold it for a median of 3 turns after drawing it before casting, and only 22% cast it the same turn they drew it. That patience makes sense: an empty board nets zero cards and wastes the 3-mana investment. Because this is an instant, it never stays on the battlefield. The graveyard is its final destination after resolving.

The dataset is healthy at 1730 tracked games, and the player base is well spread across 757 unique players with no single contributor driving the numbers. That gives the directional findings here reasonable coverage, though win-rate deltas should still be read as early signal rather than settled truth.

At a glance
  • 10% of tracked Commander decks include Inspiring Call
  • T8.0 median first-cast turn, after the board has had time to accumulate counters
  • 46% of drawn copies reach the stack before the game ends
  • 22% same-turn cast rate, players hold it and wait for the right moment
  • 757 unique players have brought Inspiring Call to a tracked game

First-cast turn

n=188
1%
T1
2%
T2
0%
T3
3%
T4
11%
T5
70%
T6-9
14%
T10+
Median 8.0 P25 6 · P75 9 · max 15
On curve 3% (0 / 188 cast on T3) Cast same turn as drawn 22%

The "good card" funnel

1842 brought · 757 players
Brought to game
1842
Ever drawn
406
Reached battlefield
188
Still on board at game end
14
46%

Of 1842 Inspiring Calls brought to games, 406 were drawn, 188 of those were cast, and the vast majority resolved to the graveyard as expected for an instant.

≥ -5.8pp

Players who cast this card win 23% of the time (n=171) , vs 22% when it never left the library (n=1201).

When players drew this card but left it in hand, they won 25% (n=193) — 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 +0.3pp; 95% confidence interval -5.8pp to +6.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

457 instances
2.2%
Library
3.1%
Battlefield
46.0%
Graveyard
4.8%
Exile

Inspiring Call is an instant that resolves to the graveyard, so the vast majority of copies that never leave the library simply reflect the structural reality of a 100-card singleton deck, not a judgment on the card's power.

Commanders that played this card

in tracked games

The commander list is spread across green-blue and Simic-adjacent strategies, with Tidus, Yuna's Guardian and The Wise Mothman leading, confirming Inspiring Call's home in dedicated +1/+1 counter builds.

Card text
Inspiring Call card

Inspiring Call

{2} {G}
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Avatar: The Last Airbender Eternal (TLE) · Uncommon · Illustrated by Alexander Forssberg

Frequently Asked

How often is Inspiring Call drawn in a Commander game?
Across 1730 tracked games where Inspiring Call was in the deck, it was drawn 22% of the time. Of those 406 drawn copies, 46% were cast before the game ended. That draw-to-play rate is moderate: some uncast copies reflect games that ended before the opportunity arose, not necessarily players choosing to hold.
What turn does Inspiring Call typically get cast?
The median first-cast turn is 8.0, with most casts clustered between turns 6 and 9. The distribution is right-skewed, with a handful of copies cast as early as turn 4 and some as late as turn 13. Players also hold drawn copies for a median of 3 turns before casting, suggesting deliberate timing to maximize the card-draw and indestructible payoff.
Does casting Inspiring Call correlate with winning?
In 171 participations where Inspiring Call was cast, the normalized win rate was 23%. When it stayed in the library the entire game, the win rate was 22%, a delta of +0.3 percentage points. Both sample sizes are large enough to be directional, but the confidence interval crosses zero, so treat this as an early signal rather than a proven effect.
Which commanders run Inspiring Call most often?
Tidus, Yuna's Guardian leads the tracked data, followed by The Wise Mothman and Hakbal of the Surging Soul. All three are +1/+1 counter commanders in green-blue shells. That pattern is consistent: Inspiring Call wants a critical mass of counters to generate meaningful card advantage, so it concentrates in dedicated counters-matter strategies rather than goodstuff piles.
Is Inspiring Call legal in Commander?
Yes. Inspiring Call is legal in Commander, as well as in Legacy, Modern, Pioneer, Standard, Historic, and most other formats tracked. It is not legal in Pauper or Pauper Commander, where its uncommon rarity restricts it. It is also not legal in PreDH or Old School formats.
How spread is the Inspiring Call data across players?
757 distinct players have brought Inspiring Call to a tracked game on Playgroup Live, and the single heaviest contributor accounts for just 2% of all instances. That is well below the 15% threshold where concentration becomes a concern, so the dataset reflects genuine spread across the player base rather than one prolific pilot skewing the numbers.