Season of Loss
Mythic · Sorcery
8.7BombRank 7 of 261
65.7%Rank 1 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).
One of the 10 best cards of the set (8.7/10).
Why. A very flexible five-mana sorcery: you split up to five points of modes to make each player sacrifice a creature, draw for each creature that died under your control, or drain life based on the creature cards in your graveyard. Built well, it wins games.
Risks. Each player sacrifices: if you have no creature, or fewer than your opponent, the effect costs you too. The life-loss mode depends on your graveyard.
In the draft. A bomb for a black deck with enough creatures, including cheap ones you are happy to sacrifice. Take it high.
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 : +13.4 win-rate points
Its place in the set
- Mythic: rank 3 of 20
- Black: rank 2 of 40
- Cost 5: rank 2 of 26
- Average pick: 1.6 (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.
splash
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 copy58.0 % · 25,006 games
- 2 copies60.7 % · 326 games
Win rate since the set came out (card in hand)
- First two weeks66.2 % · 6,435 games
- Next two weeks65.7 % · 2,991 games
- After that62.8 % · 1,281 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
- Wick, the Whorled Mind1,590 games · 59.1 % (instead of 56.2% expected)
- Bellowing Crier1,730 games · 58.3 % (instead of 55.9% expected)
- Nightwhorl Hermit1,456 games · 55.4 % (instead of 53.1% expected)
- Honored Dreyleader2,713 games · 59.8 % (instead of 57.8% expected)
Cards it wins less with
- Zoraline, Cosmos Caller1,353 games · 58.0 % (instead of 60.2% expected)
- Roughshod Duo1,420 games · 55.4 % (instead of 57.6% expected)
- Starscape Cleric3,585 games · 56.6 % (instead of 58.5% 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.




