Consumed by Greed
Uncommon · Instant
6.6GoodRank 61 of 261
58.8%Rank 47 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).
A solid uncommon of the format (6.6/10).
Why. An instant that forces the opponent to sacrifice their highest-power creature, even one with hexproof. With the Gift they draw first, but you return a creature card from your graveyard to hand.
Risks. It needs two black mana. The opponent chooses on ties, and the effect is less precise than targeted destruction.
In the draft. A good black removal to take high in the pack. Especially good against a single big threat.
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 : +4.5 win-rate points
Its place in the set
- Uncommon: rank 13 of 100
- Black: rank 11 of 40
- Cost 3: rank 16 of 65
- Average pick: 3.7 (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 copy55.7 % · 93,638 games
- 2 copies57.8 % · 12,903 games
- 3 copies59.0 % · 967 games
Win rate since the set came out (card in hand)
- First two weeks58.9 % · 28,040 games
- Next two weeks58.3 % · 13,630 games
- After that58.0 % · 5,820 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
- Wear Down197 games · 53.8 % (instead of 49.5% expected)
- Season of the Bold1,027 games · 57.7 % (instead of 54.7% expected)
- Kindlespark Duo6,232 games · 55.2 % (instead of 52.4% expected)
Cards it wins less with
- Heirloom Epic1,104 games · 51.9 % (instead of 55.7% expected)
- Tangle Tumbler1,606 games · 52.1 % (instead of 55.6% expected)
- Shrike Force3,463 games · 53.5 % (instead of 56.3% expected)
Where it is played
B/G · 32 %B/U · 31 %
Played in 11% 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.




