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Part of Marvel Super Heroes
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#10 in Red Commander Staples
·
Sorcery
·
Marvel Super Heroes Commander (MSC)
Live Play Data
Seize the Day
3%
Live Inclusion
Times Brought
1154
Decks Running
493
Median Cast Turn
7.0
Drawn → Played
44%
Format
First-cast turn
n=122
0%
T1
2%
T2
4%
T3
10%
T4
6%
T5
59%
T6-9
20%
T10+
Median
7.0
P25
6
· P75
9
· max
14
On curve
16%
(12 / 122 cast on T4)
Cast same turn as drawn
37%
The "good card" funnel
1154 brought · 462 playersBrought to game
1154
Ever drawn
275
Reached battlefield
122
Still on board at game end
33
≥ +11.9pp
Players who cast this card win 48% of the time (n=107) , vs 27% when it never left the library (n=735).
When players drew this card but left it in hand, they won 25% (n=133).
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 +20.9pp; 95% confidence interval +11.9pp to +29.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
299 instances5.4%
Library
11.0%
Battlefield
31.8%
Graveyard
13.4%
Exile
Commanders that played this card
in tracked games-
1
Mister Fantastic
50 decks
-
2
Raph & Mikey, Troublemakers
31 decks
-
3
Zndrsplt, Eye of Wisdom
27 decks
-
4
Invisible Woman
19 decks
-
5
Smaug the Magnificent
14 decks
-
6
Feather, the Redeemed
13 decks
-
7
Lightning, Army of One
13 decks
-
8
Okaun, Eye of Chaos
13 decks
-
9
Bruce Banner // The Incredible Hulk
11 decks
-
10
Tony Stark // The Invincible Iron Man
11 decks
Card text
Seize the Day
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback 
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Marvel Super Heroes Commander (MSC)
·
Rare
·
Illustrated by Michael MacRae
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 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.