Parting Gust
Uncommon · Instant
4.7WeakRank 192 of 261
53.7%Rank 196 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 playable that rarely gets cut (4.7/10).
Why. A two-white-mana instant that exiles a nontoken creature: for good with the Gift, the opponent getting a tapped 1/1 Fish, or temporarily without it, the creature returning with a +1/+1 counter. It removes a blocker or saves your own creature.
Risks. It needs two white mana. Without the Gift, the opponent gets their creature back stronger. With it, they get a small body.
In the draft. A flexible white removal spell for a heavily white deck, but with no urgency.
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 : +0.5 win-rate points
Its place in the set
- Uncommon: rank 87 of 100
- White: rank 33 of 40
- Cost 2: rank 61 of 82
- Average pick: 5.4 (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 copy53.6 % · 54,736 games
- 2 copies52.5 % · 6,683 games
- 3 copies52.3 % · 453 games
Win rate since the set came out (card in hand)
- First two weeks53.8 % · 16,454 games
- Next two weeks53.1 % · 6,600 games
- After that52.8 % · 2,706 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
- Finch Formation4,190 games · 51.6 % (instead of 49.8% expected)
- Fountainport2,836 games · 55.2 % (instead of 53.5% expected)
- Zoraline, Cosmos Caller4,515 games · 57.2 % (instead of 55.7% expected)
- Hazardroot Herbalist5,361 games · 53.5 % (instead of 51.9% expected)
Cards it wins less with
- Pond Prophet3,737 games · 49.3 % (instead of 53.2% expected)
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.




