Stall Out
Common · Sorcery
2.0WeakRank 260 of 271
49.1%Rank 266 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).
Not good filler and often gets cut (2.0/10).
Why. A two-mana sorcery that taps a creature or Vehicle and puts three stun counters on it. It neutralizes the target for several turns, which opens a window to attack. Cycling makes it flexible.
Risks. The effect is only temporary and does not remove the target. It gains no lasting value and does not protect you from a long-term threat.
In the draft. A middling blue tempo card, taken late. It suits an aggressive deck that wants to win the race.
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
- Common: rank 85 of 91
- Blue: rank 34 of 37
- Cost 2: rank 63 of 64
- Average pick: 10.8 (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 copy50.2 % · 32,903 games
- 2 copies47.0 % · 6,535 games
- 3 copies46.4 % · 857 games
Win rate since the set came out (card in hand)
- First two weeks49.3 % · 14,694 games
- Next two weeks48.8 % · 4,243 games
- After that49.0 % · 1,383 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
- Full Throttle303 games · 49.5 % (instead of 43.4% expected)
- Monument to Endurance4,725 games · 49.0 % (instead of 45.1% expected)
- Riverpyre Verge3,294 games · 52.6 % (instead of 48.6% expected)
Cards it wins less with
- Spin Out3,498 games · 46.5 % (instead of 50.3% expected)
- Engine Rat2,559 games · 47.1 % (instead of 50.8% expected)
- Syphon Fuel2,837 games · 46.0 % (instead of 48.8% expected)
Where it is played
R/U · 30 %
Played in 5.1% 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.




