Witch Enchanter // Witch-Blessed Meadow
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.
- 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=107The "good card" funnel
701 brought · 268 playersOf 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.
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 instancesMost 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-
1
Betor, Ancestor's Voice
8 decks
-
2
Anti-Venom, Horrifying Healer
7 decks
-
3
Y'shtola, Night's Blessed
7 decks
-
4
Arabella, Abandoned Doll
6 decks
-
5
Éowyn, Shieldmaiden
6 decks
-
6
Giada, Font of Hope
6 decks
-
7
Helga, Skittish Seer
6 decks
-
8
Ms. Bumbleflower
6 decks
-
9
Niko, Light of Hope
6 decks
-
10
Mr. House, President and CEO
5 decks
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.