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Witch Enchanter // Witch-Blessed Meadow card art
Live Play Data

Witch Enchanter // Witch-Blessed Meadow

Creature — Human Warlock // Land · Modern Horizons 3 (MH3)
9%
Live Inclusion
Times Brought
699
Decks Running
355
Median Cast Turn
5
Drawn → Played
63%
Format

Appearing in 9% of tracked Commander decks, Witch Enchanter // Witch-Blessed Meadow is cast by turn 5 at the median, with 63% of drawn copies reaching the battlefield.

Witch Enchanter // Witch-Blessed Meadow sits in 9% of the 4037 distinct Commander decks tracked on Playgroup Live, placing it firmly in niche-specialist territory rather than universal-staple range. Its double-faced design grants the deck flexibility: the front face is a 4-mana Human Warlock creature, while the back is a land that can enter the battlefield if you choose not to play it as a creature.

Of 169 times the card has been drawn across 615 tracked games, 63% resulted in a cast. Median first cast lands on turn 5, with the interquartile range stretching from turn 4 to turn 8. That spread reflects the card's flexibility: some pilots slam it early as a land, others hold it for the creature side. 30% of drawn-and-cast instances were cast on the same turn they were drawn, a moderate same-turn rate consistent with players evaluating which face they need before committing.

The commander distribution is notably wide. 268 distinct players have brought this card to a tracked game, and the single heaviest contributor accounts for just 6% of all instances. That spread adds confidence to the data. White-heavy enchantment and life-gain strategies dominate the top-commander list, which fits the card's design space in Modern Horizons 3.

At a glance
  • 9% of tracked Commander decks include Witch Enchanter // Witch-Blessed Meadow
  • T5 median first-cast turn across all tracked games
  • 63% of drawn copies were cast before the game ended
  • 69% battlefield stickiness once the creature resolves
  • 268 distinct players have brought this card to a tracked game
  • 39% of casts landed exactly on curve (turn 4)

First-cast turn

n=107
5%
T1
11%
T2
9%
T3
14%
T4
19%
T5
33%
T6-9
9%
T10+
Median 5 P25 3 · P75 8 · max 13
On curve 39% (15 / 107 cast on T4) Cast same turn as drawn 30%

The "good card" funnel

701 brought · 268 players
Brought to game
701
Ever drawn
169
Reached battlefield
107
Still on board at game end
74
63%

Of 701 copies brought to games, 169 were drawn, 107 of those were cast, and 69% of resolved copies stayed on the battlefield through end of game.

≥ -4.4pp

Players who cast this card win 32% of the time (n=102) , vs 27% when it never left the library (n=487).

When players drew this card but left it in hand, they won 33% (n=59) — 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 +5.0pp; 95% confidence interval -4.4pp to +14.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

188 instances
2.1%
Library
39.4%
Battlefield
23.9%
Graveyard
8.5%
Exile

Most copies tracked in final-zone data ended on the battlefield or in the graveyard, with only a small fraction finishing in exile. The library share is low because the observed-instance dataset filters for cards that were meaningfully interacted with.

Commanders that played this card

in tracked games

No single commander pulls far ahead. The top entry holds 8 decks and the list fans out quickly across white-inclusive strategies, which reflects how broadly applicable the card's double-faced design is across the color.

Frequently Asked

How often is Witch Enchanter drawn in a Commander game?
Across 615 tracked games where the card was in a deck, it was drawn 24% of the time. That is consistent with typical singleton odds in a 100-card deck. Of 169 instances that reached a player's hand, 63% were cast before the game concluded. The remainder were largely a game-length effect: copies drawn late may never find a window to resolve.
What turn does Witch Enchanter typically hit the battlefield?
Median first cast is turn 5, with the middle 50% of casts falling between turns 4 and 8. The distribution shows a small cluster of very early casts on turn 1, likely cases where the land face was played instead of the creature, plus a broad spread across the mid-game. Mean cast turn is slightly higher, pulled by occasional late draws.
Does casting Witch Enchanter actually improve your win rate?
Games where Witch Enchanter was cast show a win rate of 32%, compared to 27% in games where the card stayed in the library. That is a +5.0 percentage-point gap. Both sample sizes are meaningful, but the confidence interval on this delta overlaps zero in the current data, so treat the lift as a directional early signal rather than a proven edge.
Is Witch Enchanter // Witch-Blessed Meadow legal in Commander?
Yes. The card is legal in Commander, Duel Commander, Legacy, Modern, Vintage, Historic, Timeless, Gladiator, Oathbreaker, Brawl, and Competitive Brawl. It is not legal in Standard, Pioneer, Pauper, Pauper Commander, or Premodern. It was printed at uncommon rarity in Modern Horizons 3.
Which commanders most often run Witch Enchanter?
On Playgroup Live, the top commander pairings include Betor, Ancestor's Voice; Anti-Venom, Horrifying Healer; and a cluster of white-inclusive commanders like Arabella, Abandoned Doll, Giada, Font of Hope, and Éowyn, Shieldmaiden. The spread across 268 unique players suggests this is not a one-archetype card. Enchantment-matters and life-gain strategies appear most frequently at the top of the list.
How sticky is Witch Enchanter once it resolves?
69% of cast copies were still on the battlefield when the game ended, based on tracked final-zone data. For a 4-mana creature in Commander, that is a moderate stickiness figure. The final-zone distribution shows a meaningful graveyard share as well, which reflects the card being removed or traded in combat rather than surviving through game end.