Three Visits
Three Visits sits in 27% of tracked Commander decks on Playgroup Live, with 68% of drawn copies cast before the game ends and a median first-cast turn of 4.
Three Visits is one of the most consistent early ramp spells in Commander, and the Playgroup Live numbers reflect that. Found in 584 of the 2180 distinct decks tracked, its 27% inclusion rate signals a card that earns its slot across a wide swath of the green-inclusive meta.
The data shows 68% of drawn copies reach the graveyard through being cast, meaning when players find this sorcery, they act on it quickly. Median first cast lands on turn 4, with the distribution peaking early: a cluster of casts on turns 1 and 2 from opening hands, and most of the rest arriving by turn 6. That early-game pressure on the mana base is exactly what players are after.
Three Visits searches only for Forest cards, making it a natural fit for any green deck running basic Forests or dual lands with the Forest subtype. Its two-mana cost puts it in direct competition with Nature's Lore, which has identical text and cost. Both cards see heavy play in the same Commander archetypes, from five-color good-stuff to dedicated land-ramp strategies. The 406 unique players who have brought Three Visits to a tracked game, with no single player accounting for more than 24% of instances, points to genuinely broad adoption across the Playgroup community.
- 27% of tracked Commander decks include Three Visits
- 24% draw rate across all participations, typical for a singleton in a 100-card deck
- 68% of drawn copies were cast before the game ended
- T4 median first-cast turn
- 34% of casts landed exactly on curve for a 2-mana spell
- 406 unique players have brought Three Visits to a tracked game
First-cast turn
n=165The "good card" funnel
1032 brought · 406 playersOf 1032 Three Visits brought to tracked games, 243 were drawn, 165 of those were cast, a funnel that reflects both the draw odds of a singleton and the tendency of players to cast ramp as soon as it arrives.
Players who cast this card win 29% of the time (n=165) , vs 24% when it never left the library (n=726).
When players drew this card but left it in hand, they won 28% (n=80) — 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 +5.9pp; 95% confidence interval -0.9pp to +12.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
266 instancesThree Visits is a sorcery that resolves to the graveyard, so the graveyard is the expected final zone for cast copies. The small library remainder represents decks where the card was never drawn over the course of the game, a normal outcome for any singleton in a 100-card format.
Commanders that played this card
in tracked games-
1
Zimone, Infinite Analyst
37 decks
-
2
Tidus, Yuna's Guardian
18 decks
-
3
The Ur-Dragon
13 decks
-
4
Jodah, the Unifier
11 decks
-
5
Gishath, Sun's Avatar
10 decks
-
6
Indoraptor, the Perfect Hybrid
8 decks
-
7
Ms. Bumbleflower
8 decks
-
8
The Unbeatable Squirrel Girl
8 decks
-
9
Aragorn, the Uniter
7 decks
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10
Quandrix, the Proof
7 decks
The top-commanders list spans Simic value, five-color good-stuff, and Naya creature builds, confirming Three Visits earns its slot across archetypes rather than clustering in one strategy. Zimone, Infinite Analyst leads with the highest raw deck count.