Collision Course
Common · Sorcery
5.6PlayableRank 142 of 271
53.9%Rank 185 of 273 by win rate, card in hand · set average: 55.7%
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).
Good playable that always makes the cut (5.6/10).
Why. A two-mana sorcery removal that deals as much damage as the number of creatures and Vehicles you control. With a stocked board it kills nearly anything. The second mode destroys an artifact, handy against a Vehicle.
Risks. On an empty board it does nothing. If you fall behind, you lack the permanents to kill the target.
In the draft. A conditional removal for an aggressive white deck with board presence. Take it mid-pack.
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 : +0.2 win-rate points
Its place in the set
- Common: rank 25 of 91
- White: rank 17 of 37
- Cost 2: rank 35 of 64
- Average pick: 7.9 (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 copy54.1 % · 77,000 games
- 2 copies53.2 % · 20,801 games
- 3 copies53.8 % · 2,334 games
- 4 copies or more50.6 % · 166 games
Win rate since the set came out (card in hand)
- First two weeks53.6 % · 29,084 games
- Next two weeks54.2 % · 13,217 games
- After that54.4 % · 5,242 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
- Repurposing Bay267 games · 53.6 % (instead of 47.8% expected)
- Locust Spray1,968 games · 56.3 % (instead of 53.1% expected)
- Amonkhet Raceway3,074 games · 55.1 % (instead of 52.5% expected)
Cards it wins less with
- Skycrash3,319 games · 49.4 % (instead of 52.9% expected)
- Spell Pierce474 games · 45.6 % (instead of 48.6% expected)
- Count on Luck505 games · 48.3 % (instead of 51.0% expected)
Where it is played
U/W · 63 %R/W · 57 %
Played in 12% 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.




