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Uncommon · Sorcery
5.6PlayableRank 141 of 271
56.2%Rank 99 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. Seven mana to draw three cards and gain 3 life. With affinity for artifacts it often costs much less, five mana with two artifacts. In a deck full of Vehicles, it is a big refill.
Risks. Without artifacts it is slow and does nothing to the board. It needs exactly white and blue, which narrows its decks.
In the draft. A good value play in a white-blue artifact deck. Outside that shell, skip it.
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 : +3.4 win-rate points
Its place in the set
- Uncommon: rank 52 of 100
- Multicolour: rank 37 of 43
- Cost 7: rank 3 of 6
- Average pick: 6.7 (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
splash
splash
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 copy53.7 % · 41,496 games
- 2 copies55.0 % · 9,741 games
- 3 copies57.5 % · 880 games
Win rate since the set came out (card in hand)
- First two weeks54.8 % · 14,398 games
- Next two weeks56.0 % · 7,703 games
- After that56.4 % · 2,992 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 Bay541 games · 53.4 % (instead of 47.9% expected)
- Daretti, Rocketeer Engineer713 games · 53.4 % (instead of 49.8% expected)
- Guidelight Matrix6,933 games · 54.9 % (instead of 51.5% expected)
Cards it wins less with
- Swiftwing Assailant2,899 games · 49.4 % (instead of 52.4% expected)
- Lightshield Parry1,597 games · 49.8 % (instead of 52.4% expected)
- Blossoming Sands2,848 games · 51.9 % (instead of 54.3% expected)
Where it is played
U/W · 64 %
Played in 6.2% 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.


