Come Back Wrong
Rare · Sorcery
6.6GoodRank 61 of 271
56.4%Rank 98 of 269 by win rate, card in hand · set average: 55.9%
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 very good rare of the format (6.6/10).
Why. A three-mana sorcery that destroys a creature, and if it was a creature card you take it under your control; it is sacrificed at the next end step. A removal with a small bonus: a body to sacrifice or an enters-the-battlefield effect.
Risks. The bonus is temporary, the creature cannot attack this turn unless it has haste, and a three-mana sorcery is pricier than cheap removal.
In the draft. A decent removal for a black deck. Take it after the best cheap removal; it is better if you have ways to sacrifice.
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 : +5.5 win-rate points
Its place in the set
- Rare: rank 24 of 60
- Black: rank 5 of 42
- Cost 3: rank 16 of 57
- Average pick: 2.5 (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
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 copy53.2 % · 36,138 games
- 2 copies51.8 % · 1,628 games
Win rate since the set came out (card in hand)
- First two weeks55.8 % · 9,035 games
- Next two weeks57.1 % · 5,199 games
- After that56.0 % · 2,037 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
- Cursed Recording538 games · 53.7 % (instead of 49.9% expected)
- Ripchain Razorkin1,945 games · 55.2 % (instead of 51.7% expected)
- Grievous Wound385 games · 45.5 % (instead of 42.7% expected)
Cards it wins less with
- Grand Entryway // Elegant Rotunda2,373 games · 49.0 % (instead of 53.4% expected)
- Fear of Falling2,080 games · 49.6 % (instead of 52.9% expected)
- Unable to Scream4,239 games · 50.3 % (instead of 53.6% expected)
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.




