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Part of Marvel Super Heroes
·
Instant
·
Marvel Super Heroes Commander (MSC)
Card Preview
Invisible Force Field
Times Brought
237
Decks Running
124
In Decks
—
Decklist Inclusion
—
Format
Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.
Card text
Invisible Force Field
Instant
Up to four target permanents you control gain indestructible until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Marvel Super Heroes Commander (MSC)
·
Rare
·
Illustrated by Erikas Perl
Final zone distribution
61 instances8.2%
Library
8.2%
Battlefield
21.3%
Graveyard
19.7%
Exile
Commanders that played this card
in tracked games-
1
Mister Fantastic
58 decks
-
2
Invisible Woman
30 decks
-
3
The Thing
5 decks
-
4
The Fantastic Four
3 decks
-
5
Crystal, Inhuman Princess
2 decks
-
6
Human Torch
2 decks
-
7
King of the Oathbreakers
2 decks
-
8
Mister Fantastic, Reed Richards
2 decks
-
9
Nick Fury, Agent of S.H.I.E.L.D.
2 decks
-
10
Power Pack
2 decks
The "good card" funnel
237 brought · 123 playersBrought to game
237
Ever drawn
58
Reached battlefield
29
Still on board at game end
5
≥ -9.5pp
Players who cast this card win 20% of the time (n=23) , vs 18% when it never left the library (n=125).
When players drew this card but left it in hand, they won 25% (n=24).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +1.6pp; 95% confidence interval -9.5pp to +12.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=29
3%
T1
0%
T2
0%
T3
10%
T4
7%
T5
69%
T6-9
10%
T10+
Median
7
P25
6
· P75
8
· max
11
On curve
3%
(0 / 29 cast on T2)
Cast same turn as drawn
27%
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.