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Wizard Class card art
Live Play Data

Wizard Class

{U} · Enchantment — Class · Adventures in the Forgotten Realms (AFR)
4%
Live Inclusion
Times Brought
839
Decks Running
416
Median Cast Turn
4.5
Drawn → Played
76%
Format

76% of drawn Wizard Class copies are cast before the game ends, and decks that resolve it win 30% of the time against a 24% baseline for decks where it stays in the library.

Wizard Class earns its slot in blue Commander decks through consistency: 76% of the time a player draws it, it gets cast, and once it lands, it sticks 83% of the time through the end of the game.

The win-rate picture is directional but meaningful. Across 179 participations where Wizard Class reached the battlefield, the win rate is 30%. Participations where it never left the library clock in at 24%, a gap of +6.0 percentage points. Both sample sizes are large enough to treat that lift as an early signal rather than noise, though it reflects deck construction correlation as much as the card's raw power. Median first cast lands on turn 4.5, with a notable cluster on turn 1 thanks to opening-hand copies.

At one blue mana and uncommon rarity, Wizard Class slots into any blue shell that cares about hand size, draw triggers, or +1/+1 counters. The commander spread confirms this: the card appears across mono-blue, Simic, Azorius, and Sultai strategies. No single archetype owns it.

At a glance
  • 4% of tracked Commander decks include Wizard Class
  • 76% of drawn copies reach the battlefield before the game ends
  • T4.5 median first-cast turn across all observed games
  • 83% battlefield stickiness once cast
  • +6.0pp win-rate lift over games where it stays in the library
  • 369 distinct players have brought Wizard Class to a tracked game

First-cast turn

n=198
26%
T1
6%
T2
9%
T3
10%
T4
12%
T5
31%
T6-9
8%
T10+
Median 4.5 P25 1 · P75 7 · max 15
On curve 26% (51 / 198 cast on T1) Cast same turn as drawn 63%

The "good card" funnel

845 brought · 369 players
Brought to game
845
Ever drawn
261
Reached battlefield
198
Still on board at game end
164
76%

Of 845 Wizard Class copies brought to games, 261 were drawn, 198 of those were cast, and 83% of resolved copies were still on the battlefield at game's end.

≥ -1.0pp

Players who cast this card win 30% of the time (n=179) , vs 24% when it never left the library (n=507).

When players drew this card but left it in hand, they won 37% (n=57) — 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 +6.0pp; 95% confidence interval -1.0pp to +13.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

281 instances
3.6%
Library
58.4%
Battlefield
14.9%
Graveyard
3.6%
Exile

Most observed Wizard Class copies finish on the battlefield or in hand, a sharp contrast to most singleton cards that overwhelmingly stay buried in the library all game.

Commanders that played this card

in tracked games

Ms. Bumbleflower accounts for the largest slice by a wide margin, but the long tail of blue and Simic commanders shows Wizard Class fits many different draw-focused strategies rather than a single niche.

Card text
Wizard Class card

Wizard Class

{U}
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. {2}{U}: Level 2 When this Class becomes level 2, draw two cards. {4}{U}: Level 3 Whenever you draw a card, put a +1/+1 counter on target creature you control.
Adventures in the Forgotten Realms (AFR) · Uncommon · Illustrated by Marta Nael

Frequently Asked

How often is Wizard Class drawn in a Commander game?
Across 815 tracked multiplayer games where Wizard Class was in a deck, it was drawn 31% of the time. That rate is typical for a singleton in a 100-card deck. Of 261 instances that reached a hand, 76% were cast before the game concluded. The remainder is mostly a game-length effect: copies drawn very late often have no time to resolve.
What turn does Wizard Class usually get cast?
Median first cast lands on turn 4.5. The distribution is notably spread: a strong cluster hits on turn 1 from opening-hand copies, and most of the rest falls between turns 3 and 7. The 25th percentile is turn 1 and the 75th is turn 7, reflecting how strongly the opening hand shapes the timing. When drawn mid-game, players cast it the same turn 63% of the time.
Does casting Wizard Class actually improve your chances of winning?
What we see so far is directional: games where Wizard Class resolved show a win rate of 30%, compared to 24% for games where it never left the library, a delta of +6.0 percentage points. The sample across 179 cast participations and 507 library participations is large enough to treat this as a consistent early signal. It still reflects deck construction: players who run Wizard Class tend to build around its draw triggers, so the card and the strategy reinforce each other.
Which commanders play Wizard Class most often?
Ms. Bumbleflower leads by a wide margin in Playgroup Live's tracked data. Draw-matters and hand-size strategies in blue dominate the list: Vnwxt Verbose Host, The Astonishing Ant-Man, Kwain Itinerant Meddler, and Xyris the Writhing Storm all appear. The spread across mono-blue, Simic, and Azorius commanders shows Wizard Class is not locked to any single archetype.
Is Wizard Class legal in Commander and other formats?
Wizard Class is legal in Commander, Legacy, Modern, Pioneer, Vintage, Timeless, Duel Commander, and Oathbreaker. It is not legal in Standard, Brawl, Pauper, or Pauper Commander. Printed at uncommon in Adventures in the Forgotten Realms, it is widely accessible.
How concentrated is the Wizard Class data among a few players?
The data is well spread. 369 distinct players have brought Wizard Class to a tracked game on Playgroup Live, and the single heaviest contributor accounts for only 3% of all instances. That breadth makes the aggregate numbers more representative than data skewed by one or two dedicated pilots.