Cracked Skull
Common · Enchantment — Aura
4.4WeakRank 213 of 271
52.3%Rank 225 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 good playable, but is sometimes cut (4.4/10).
Why. First it is a targeted discard: you look at a player's hand and choose a nonland card. After that, the enchanted creature is destroyed as soon as it is dealt damage. On an opposing creature it is slow removal that turns any damage into destruction.
Risks. You need a separate source of damage, otherwise it only discards. On an opposing creature it does nothing until something hurts it.
In the draft. Playable in black if you have ways to deal damage. Mid to late pack, never over real removal.
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 : +1.4 win-rate points
Its place in the set
- Common: rank 63 of 91
- Black: rank 27 of 42
- Cost 3: rank 46 of 57
- Average pick: 11.2 (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 copy51.8 % · 33,243 games
- 2 copies50.2 % · 4,313 games
- 3 copies45.9 % · 279 games
Win rate since the set came out (card in hand)
- First two weeks51.6 % · 8,409 games
- Next two weeks52.5 % · 6,271 games
- After that52.9 % · 2,384 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
- Boilerbilges Ripper3,813 games · 54.2 % (instead of 50.2% expected)
- Unholy Annex // Ritual Chamber4,627 games · 57.4 % (instead of 53.6% expected)
- Blazemire Verge2,238 games · 53.7 % (instead of 50.3% expected)
Cards it wins less with
- Grand Entryway // Elegant Rotunda2,774 games · 47.2 % (instead of 51.8% expected)
- Cult Healer1,900 games · 46.5 % (instead of 50.8% expected)
- Sheltered by Ghosts2,129 games · 50.6 % (instead of 53.9% 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.




