Mind Spiral
Common · Sorcery
4.4WeakRank 212 of 261
54.0%Rank 187 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 good playable, but is sometimes cut (4.4/10).
Why. A five-mana sorcery that draws three cards. With the gift, the opponent gets a tapped 1/1 blue Fish creature token, and one of their creatures is tapped with a stun counter: welcome tempo.
Risks. Five mana to do nothing on the board is slow. The gift hands the opponent a token.
In the draft. A fine tool for slower, defensive blue decks. In an aggressive deck, leave it.
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 : +3.0 win-rate points
Its place in the set
- Common: rank 43 of 81
- Blue: rank 33 of 41
- Cost 5: rank 21 of 26
- Average pick: 10.5 (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 copy52.2 % · 61,674 games
- 2 copies52.0 % · 4,723 games
- 3 copies57.4 % · 176 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 17,781 games
- Next two weeks53.5 % · 8,394 games
- After that55.7 % · 3,798 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 Well1,379 games · 54.6 % (instead of 50.4% expected)
- Helga, Skittish Seer842 games · 51.8 % (instead of 48.2% expected)
- Artist's Talent1,502 games · 47.6 % (instead of 44.6% expected)
- Festival of Embers685 games · 48.6 % (instead of 45.7% expected)
Cards it wins less with
- Wear Down222 games · 42.3 % (instead of 45.7% expected)
- Alania's Pathmaker5,126 games · 49.1 % (instead of 51.4% expected)
Where it is played
R/U · 42 %B/U · 33 %
Played in 7.4% 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.




