Trip Up
Common · Instant
4.6WeakRank 207 of 271
54.6%Rank 164 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).
A solid playable that rarely gets cut (4.6/10).
Why. A four-mana instant that makes the owner of any nonland permanent put it on the top or bottom of their library, their choice. It buys tempo, though in practice the opponent puts it on top and redraws it. It cycles for two.
Risks. It is temporary removal: the opponent replays the card and the threat is not answered for good. Tokens do vanish for good. Four mana is a lot for a tempo play.
In the draft. A decent choice for a blue tempo or control deck. Cycling keeps it from rotting in hand.
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 57 of 91
- Blue: rank 26 of 37
- Cost 4: rank 28 of 41
- Average pick: 9.2 (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 copy54.3 % · 102,578 games
- 2 copies54.1 % · 21,481 games
- 3 copies53.7 % · 1,946 games
- 4 copies or more48.4 % · 159 games
Win rate since the set came out (card in hand)
- First two weeks54.5 % · 42,232 games
- Next two weeks53.4 % · 15,191 games
- After that54.9 % · 5,261 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
- Valor's Flagship1,420 games · 56.1 % (instead of 53.2% expected)
- Point the Way753 games · 49.9 % (instead of 47.4% expected)
- Full Throttle320 games · 50.3 % (instead of 48.1% expected)
Cards it wins less with
- Repurposing Bay275 games · 38.5 % (instead of 48.2% expected)
- Guardian Sunmare2,142 games · 50.8 % (instead of 54.4% expected)
Where it is played
R/U · 51 %G/U · 40 %
Played in 15% 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.




