Three Visits
Three Visits sits in 28% of tracked Commander decks on Playgroup Live. When drawn, 68% of copies reach the cast step, with a median first-cast turn of 3.0.
Three Visits is in 28% of the 8985 Commander decks that have played a tracked game on Playgroup Live, appearing across 2544 distinct lists. That figure reflects live play data, not static decklist scrapes, so it captures the cards players actually sleeve up and sit down with.
As a 2-mana sorcery that fetches any Forest straight to the battlefield untapped, Three Visits functions as a turn-accelerant rather than a permanent. Its final-zone picture confirms this: almost every cast copy ends up in the graveyard, exactly as the rules intend. The meaningful number is what happens before that. 68% of drawn copies are cast, and the median cast lands on turn 3.0, meaning players who find it early are putting it to work quickly.
Three Visits is legal in Commander, Pauper Commander, Duel Commander, Legacy, Vintage, and Oathbreaker. It is not legal in Modern, Pioneer, Standard, or Brawl. Its green-only color identity makes it a clean fit in any deck that runs Forests, and the top-commander list reflects exactly that breadth: multi-color goodstuff, dedicated tribal builds, and mono-green strategies all show up near the top.
- 28% of tracked Commander decks include Three Visits
- 24% draw rate, expected for a singleton in a 100-card deck
- 68% of drawn copies are cast before the game ends
- T3.0 median turn of first cast
- 37% of casts land exactly on curve at 2 mana
- 1511 distinct players have brought Three Visits to a tracked game
First-cast turn
n=804The "good card" funnel
4929 brought · 1511 playersOf 4929 Three Visits brought to games, 1176 were drawn and 804 of those were cast, a clean draw-to-cast conversion that reflects how quickly players execute this spell when they find it.
Players who cast this card win 29% of the time (n=746) , vs 25% when it never left the library (n=3188).
When players drew this card but left it in hand, they won 35% (n=353) — 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 +3.4pp; 95% confidence interval +0.1pp to +6.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
1321 instancesNearly all Three Visits copies finish in the graveyard, exactly what a resolving sorcery should do. The handful remaining in hand or exile reflect late draws and interaction, not play errors.
Commanders that played this card
in tracked games-
1
Zimone, Infinite Analyst
88 decks
-
2
Tidus, Yuna's Guardian
78 decks
-
3
The Ur-Dragon
51 decks
-
4
Rin and Seri, Inseparable
47 decks
-
5
Gishath, Sun's Avatar
39 decks
-
6
Pantlaza, Sun-Favored
38 decks
-
7
Ms. Bumbleflower
37 decks
-
8
Jodah, the Unifier
34 decks
-
9
Mister Fantastic
34 decks
-
10
The Unbeatable Squirrel Girl
34 decks
The top-commander list spans at least five distinct archetypes, from green-blue value builds to Naya tribal to five-color goodstuff, consistent with Three Visits slotting into any green deck that runs Forests.