collections_bookmark Part of Commander Legends: Battle for Baldur's Gate
Three Visits card art
Live Play Data

Three Visits

{1} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
27%
Live Inclusion
Times Brought
2625
Decks Running
1414
Median Cast Turn
4
Drawn → Played
68%
Format

Three Visits sits in 27% of tracked Commander decks on Playgroup Live. When drawn, 68% of copies reach the cast step, with a median first-cast turn of 4.

Three Visits is in 27% of the 5273 Commander decks that have played a tracked game on Playgroup Live, appearing across 1414 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 4, 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.

At a glance
  • 27% 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
  • T4 median turn of first cast
  • 36% of casts land exactly on curve at 2 mana
  • 912 distinct players have brought Three Visits to a tracked game

First-cast turn

n=429
9%
T1
28%
T2
12%
T3
9%
T4
10%
T5
27%
T6-9
5%
T10+
Median 4 P25 2 · P75 6 · max 17
On curve 36% (118 / 429 cast on T2) Cast same turn as drawn 42%

The "good card" funnel

2627 brought · 912 players
Brought to game
2627
Ever drawn
635
Reached battlefield
429
Still on board at game end
7
68%

Of 2627 Three Visits brought to games, 635 were drawn and 429 of those were cast, a clean draw-to-cast conversion that reflects how quickly players execute this spell when they find it.

≥ -2.2pp

Players who cast this card win 28% of the time (n=412) , vs 25% when it never left the library (n=1776).

When players drew this card but left it in hand, they won 36% (n=207) — 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 +2.1pp; 95% confidence interval -2.2pp to +6.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

705 instances
3.8%
Library
1.0%
Battlefield
67.8%
Graveyard
7.9%
Exile

Nearly 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

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.

Frequently Asked

How often is Three Visits drawn in a Commander game?
Across 2176 tracked games where Three Visits was in the deck, it was drawn 24% of the time. That is a normal rate for a singleton in a 100-card deck. Of 635 instances that reached a hand, 68% were cast before the game ended. The remainder mostly reflects games that ended before the card could be used, not players choosing to hold it.
What turn does Three Visits usually get cast?
The median first-cast turn is 4, with the mode at turn 2. That early cluster is driven by opening-hand finds. The interquartile range runs from turn 2 to turn 6, so a large share of casts happen in the ramp window when accelerating mana matters most. The 36% on-curve rate reflects that most copies arrive after the earliest possible window, consistent with drawing the card mid-game rather than in the opener.
Does casting Three Visits actually improve your odds of winning?
There is a directional positive signal. Win rate when cast is 28% across 412 observations, versus 25% when Three Visits stayed in the library across 1776 observations. The difference is small and the confidence interval crosses zero on this dataset, so treat it as early directional evidence rather than a proven effect. What is clearer is that the card is fast to execute: 42% of cast copies were played on the same turn they were drawn.
Is Three Visits banned anywhere?
Three Visits is legal in Commander, Duel Commander, Oathbreaker, Pauper Commander, Legacy, and Vintage. It is not legal in Modern, Pioneer, Standard, Historic, Alchemy, Brawl, or Pauper (the non-Commander variant). For the formats most Commander players care about, it is fully unrestricted.
Which commanders most often run Three Visits?
Zimone, Infinite Analyst and Tidus, Yuna's Guardian lead the raw deck counts in this dataset, followed by The Ur-Dragon, Gishath, and Rin and Seri. The spread is wide: green-blue value, Naya tribal, and five-color goodstuff all appear near the top. That breadth makes sense given Three Visits only requires a Forest in the deck, a bar essentially every green commander clears.
How well-distributed is this data across players?
The concentration metrics are encouraging. 912 distinct players have brought Three Visits to a tracked game on Playgroup Live, and the single heaviest contributor accounts for only 2% of all instances. That spread means the statistics are not skewed by one or two players running the card repeatedly, which strengthens the directional signals in the dataset.