Three Visits card art
Live Play Data

Three Visits

{1} {G} · Sorcery · Secrets of Strixhaven Commander (SOC)
12%
Deck Inclusion
Games Tracked
364
Decks Running
274
Median Cast Turn
3
Drawn → Played
56%

Three Visits lands in 11.7% of tracked Commander decks, and when drawn, players cast it 52% of the time. The median first-cast turn is 3, right when the ramp is needed most.

Three Visits sits in 11.7% of the 1,692 distinct Commander decks tracked on Playgroup Live. That selective inclusion is the story: this is not an auto-include staple but a deliberate ramp piece chosen by green-identity pilots who want a two-mana Nature's Lore effect for any Forest-fetching deck.

The draw-to-play rate of 52% is lower than ramp cards that produce immediate mana, and the reason is structural. Three Visits is a sorcery that puts a land onto the battlefield rather than into hand, so its value depends entirely on timing. Drawn after the ramp window closes, it still resolves fine but feels like a spent resource. The median first-cast turn of 3 confirms that when it does appear early, players move it quickly. The 42% same-turn cast rate reinforces that: players who draw it before the ramp window closes tend to fire it without hesitation, but a meaningful share hold it a turn while evaluating their board.

The win-rate delta between cast participations (41.5%) and library participations (37.6%) is a +3.9 percentage-point gap. Both bucket sizes exceed 15 observations, so this is a real directional signal, not noise. Resolving Three Visits correlates with a modest lift over the ~25% baseline, consistent with what you would expect from a card that smooths mana rather than winning games directly.

At a glance
  • 11.7% inclusion rate across 1,692 tracked Commander decks
  • 52% of drawn Three Visits are cast before the game ends
  • T3 median first-cast turn, squarely in the ramp window
  • +3.9pp win-rate lift when cast vs. sitting in the library all game
  • 42% same-turn cast rate — players who draw it early rarely wait
  • 26% draw rate, consistent with a singleton in a 100-card deck

First-cast turn

n=66
17%
T1
27%
T2
9%
T3
8%
T4
11%
T5
21%
T6-9
8%
T10+
Median 3 P25 2 · P75 6 · max 14
On curve 27% (18 / 66 cast on T2) Cast same turn as drawn 46%

The "good card" funnel

414 brought
Brought to game
414
Ever drawn
111
Reached battlefield
66
Still on board at game end
1
56%

Of 292 Three Visits brought to games, 75 were drawn, 41 of those were cast — a 52% draw-to-play rate that reflects a card reliant on showing up in the first few turns to deliver full value.

+4.8pp

Players who cast this card win 39% of the time (n=66) , vs 35% when it never left the library (n=295).

Final zone distribution

414 instances
71.3%
Library
0.2%
Battlefield
20.5%
Graveyard
1.9%
Exile

213 of 292 Three Visits instances never left the library — the expected outcome for any singleton in a 100-card deck, not a sign the card underperforms when drawn.

Top commanders running this card

by deck count

Zimone, Infinite Analyst dominates at 29 decks, nearly 2.5 times the second entry, but the list stretches across 10 commanders spanning five different color identities.

Frequently Asked
How often is Three Visits drawn in a Commander game?

Across 290 deck-participations where Three Visits was in the list, it was drawn 75 times — a 25.7% draw rate. That is normal for any singleton in a 100-card deck. Of those 75 drawn instances, 41 were cast, giving a draw-to-play rate of 52%. The other 48% reflects cards drawn too late in the game to matter, or games where the mana base was already stable enough that a player chose not to cast it immediately.

What turn does Three Visits typically hit the battlefield?

The median first-cast turn is 3, with the 25th percentile at turn 2 and the 75th percentile at turn 6. The distribution shows a concentration in turns 1 through 3, when ramp is most impactful, plus a secondary tail out to turn 10 for late draws. Its two-mana cost lets it fire on turn 2 with a Forest drop on turn 1, making it one of the faster ramp pieces in green.

Does casting Three Visits actually improve your chances of winning?

Early data is directional rather than conclusive. Participations where Three Visits was cast show a 41.5% win rate (17 wins from 41 observations). Participations where it stayed in the library all game show a 37.6% rate (80 wins from 213 observations). That +3.9 percentage-point gap is consistent with a card that smooths mana without directly closing games. The cast bucket has 41 observations, so treat this as a real early signal rather than a firm conclusion.

Is Three Visits legal in Commander?

Yes. Three Visits is legal in Commander, Duel Commander, Legacy, Vintage, Oathbreaker, and Pauper Commander. It is not legal in Modern, Pioneer, Standard, Brawl, or Alchemy. It was functionally absent from Commander for decades after its Portal set printing, then reprinted in Commander 2021 and Secrets of Strixhaven Commander, which is why its inclusion numbers lag behind Nature's Lore despite identical functionality for most green decks.

Why is Three Visits considered strong in Commander despite modest inclusion here?

Three Visits fetches any Forest card, including non-basic Forests like Tropical Island, Breeding Pool, or Overgrown Tomb. That flexibility gives green-adjacent multicolor decks a dual-land tutor disguised as ramp. At two mana it ties with Nature's Lore as one of the cheapest land-fetching sorceries in the format. The 11.7% inclusion in our live-game sample reflects the card's color restriction to green identity rather than any weakness in the card itself.

Which commanders most often run Three Visits in tracked games?

Zimone, Infinite Analyst leads the list with 29 decks, followed by Me, the Immortal at 12 decks and Quandrix, the Proof at 9. Green-blue and green-heavy three-color commanders dominate the top 10, which matches the card's color identity. The spread across 10 or more distinct commanders suggests Three Visits earns its slot in many green strategies rather than belonging to one specific archetype.