Run Over
Common · Instant
6.4GoodRank 78 of 271
57.4%Rank 65 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 (6.4/10).
Why. A two-mana instant removal spell that avoids combat risk: your creature deals damage equal to its power to an opposing creature, taking nothing back. It costs one less if it targets a Mount or Vehicle you control.
Risks. You need a creature with decent power, and your opponent can respond by killing it, which fizzles the spell. With small creatures it kills nothing.
In the draft. A good common removal spell, to take early in green decks. Play two with solid creatures; avoid it in a deck of small creatures.
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 : +1.6 win-rate points
Its place in the set
- Common: rank 1 of 91
- Green: rank 12 of 37
- Cost 2: rank 20 of 64
- Average pick: 3.8 (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 copy56.0 % · 158,950 games
- 2 copies56.8 % · 53,613 games
- 3 copies58.1 % · 9,965 games
- 4 copies or more58.8 % · 1,247 games
Win rate since the set came out (card in hand)
- First two weeks58.1 % · 70,864 games
- Next two weeks56.2 % · 29,291 games
- After that57.0 % · 10,842 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
- Spell Pierce887 games · 53.8 % (instead of 51.0% expected)
- Sunbillow Verge2,351 games · 56.8 % (instead of 54.2% expected)
- Explosive Getaway2,668 games · 57.0 % (instead of 54.7% expected)
Cards it wins less with
- Haunt the Network5,145 games · 52.8 % (instead of 56.4% expected)
- Far Fortune, End Boss3,913 games · 53.6 % (instead of 56.7% expected)
- Embalmed Ascendant3,737 games · 54.0 % (instead of 56.9% expected)
Where it is played
B/G · 62 %G/R · 61 %
Played in 25% 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.




