Three Visits card art
Live Play Data

Three Visits

{1} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
27%
Live Inclusion
Times Brought
1030
Decks Running
584
Median Cast Turn
4
Drawn → Played
68%
Format

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.

At a glance
  • 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=165
8%
T1
26%
T2
10%
T3
13%
T4
15%
T5
25%
T6-9
4%
T10+
Median 4 P25 2 · P75 6 · max 15
On curve 34% (43 / 165 cast on T2) Cast same turn as drawn 40%

The "good card" funnel

1032 brought · 406 players
Brought to game
1032
Ever drawn
243
Reached battlefield
165
Still on board at game end
3
68%

Of 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.

≥ -0.9pp

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 instances
3.0%
Library
1.1%
Battlefield
72.2%
Graveyard
7.9%
Exile

Three 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

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.

Frequently Asked

How often is Three Visits drawn in a Commander game?
Across 836 tracked games where Three Visits was in the deck, it was drawn 24% of the time. That is in line with what you would expect from a singleton in a 100-card deck. Of 243 instances that reached a player's hand, 68% were cast before the game concluded.
What turn does Three Visits typically get cast?
Median first cast is turn 4, with the interquartile range sitting between turns 2 and 6. The mode of the distribution falls on turn 2, consistent with players drawing it in the opening hand and casting it as soon as they hit their second land drop. Later casts past turn 8 represent copies drawn well into the midgame.
Is Three Visits banned anywhere?
Three Visits is legal in Commander, Duel Commander, Legacy, Vintage, Pauper, Pauper Commander, Oathbreaker, and PreDH. It is not legal in Modern, Pioneer, Standard, Historic, Alchemy, Brawl, or Timeless. Its absence from newer formats is a function of the sets it was originally printed in rather than any ban action.
How does Three Visits compare to similar ramp spells?
Three Visits is functionally identical to Nature's Lore: both cost {1}{G} and fetch any Forest card onto the battlefield untapped. The key edges over Farseek or Rampant Growth are that it can find non-basic dual lands with the Forest subtype, and that the land enters untapped, giving an immediate mana boost the same turn it resolves. These properties make it a consistent inclusion in green decks that prioritize fast mana development.
Does casting Three Visits correlate with winning?
In 165 participations where Three Visits was cast, the normalized win rate was 29%. In 726 participations where it never left the library, the win rate was 24%. The delta is +5.9 percentage points. Both sample sizes are meaningful, but because the confidence interval overlaps zero, treat this as a directional early signal rather than a definitive effect.
Which commanders most often run Three Visits?
Zimone, Infinite Analyst leads the top-commanders list with 584 total decks in the dataset running Three Visits, showing the card spans everything from Simic value engines to five-color good-stuff commanders like The Ur-Dragon and Jodah, the Unifier. The spread across ten different commanders in the top list confirms this is a format-wide ramp staple rather than a card tied to any one archetype.