Conduct Electricity
Common · Instant
2.0WeakRank 241 of 261
52.5%Rank 224 of 265 by win rate, card in hand · set average: 56.0%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
Not good filler and often gets cut (2.0/10).
Why. An instant removal that deals 6 damage to a creature, handling most threats, plus 2 damage to a creature token if you choose one. Handy against decks that make tokens.
Risks. Five mana is a lot for a red removal, and the second part matters only if there is a target. It does not kill anything with more than 6 toughness.
In the draft. An honest filler removal in a red deck. Take it after cheaper options, especially if you lack answers to big creatures.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : +1.3 win-rate points
Its place in the set
- Common: rank 65 of 81
- Red: rank 36 of 41
- Cost 5: rank 24 of 26
- Average pick: 10.0 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy51.8 % · 49,122 games
- 2 copies50.1 % · 6,071 games
- 3 copies53.3 % · 452 games
Win rate since the set came out (card in hand)
- First two weeks52.2 % · 15,311 games
- Next two weeks52.5 % · 5,141 games
- After that54.3 % · 2,562 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Wishing Well892 games · 55.9 % (instead of 49.9% expected)
- Portent of Calamity688 games · 52.8 % (instead of 48.1% expected)
- Festival of Embers946 games · 48.6 % (instead of 45.1% expected)
Cards it wins less with
- Carrot Cake3,413 games · 50.3 % (instead of 53.0% expected)
- Rabbit Response2,789 games · 49.5 % (instead of 52.0% expected)
- Pond Prophet3,367 games · 49.2 % (instead of 51.3% expected)
Where it is played
R/U · 38 %G/R · 36 %
Played in 6.2% of the decks of the set
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.




