Sazacap's Brew
Common · Instant
2.0WeakRank 248 of 261
50.8%Rank 249 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. A two-mana instant that costs a discard to make the target player draw two, and gives a creature of yours +2/+0 if you promise the Gift. Flexible card flow in a spell-heavy deck.
Risks. You must discard a card and the Gift hands the opponent a tapped 1/1 Fish. The bonus only matters if you have a creature to pump.
In the draft. Playable in red if you can pitch dead cards. Take it late; it is filler more than an engine.
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 : -2.3 win-rate points
Its place in the set
- Common: rank 70 of 81
- Red: rank 38 of 41
- Cost 2: rank 81 of 82
- Average pick: 10.3 (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 copy52.3 % · 55,087 games
- 2 copies51.3 % · 7,047 games
- 3 copies52.6 % · 561 games
Win rate since the set came out (card in hand)
- First two weeks49.5 % · 17,321 games
- Next two weeks50.9 % · 5,947 games
- After that52.8 % · 3,012 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
- Festival of Embers914 games · 48.6 % (instead of 45.6% expected)
- Otterball Antics5,337 games · 51.6 % (instead of 48.6% expected)
Cards it wins less with
- Run Away Together3,327 games · 47.3 % (instead of 49.9% expected)
- Sonar Strike4,711 games · 50.1 % (instead of 52.3% expected)
- Head of the Homestead4,877 games · 51.1 % (instead of 52.6% expected)
Where it is played
R/U · 40 %R/W · 27 %
Played in 7.0% 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.




