Exorcise
Uncommon · Sorcery
7.0GoodRank 43 of 271
56.6%Rank 93 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 solid uncommon of the format (7.0/10).
Why. A two-mana sorcery that exiles an artifact, an enchantment, or a creature with power 4 or greater. It answers the biggest threats as well as problematic Rooms and Auras for very little mana.
Risks. It is conditional: it cannot hit creatures with power 3 or less, and it can be left without a target against an opponent with only small creatures.
In the draft. A good flexible removal for a white deck. Take it after unconditional removal; it rises in value when the table has big creatures and enchantments.
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 : +2.0 win-rate points
Its place in the set
- Uncommon: rank 13 of 100
- White: rank 10 of 41
- Cost 2: rank 13 of 66
- Average pick: 3.7 (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.
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 copy55.2 % · 86,048 games
- 2 copies55.8 % · 8,355 games
- 3 copies54.4 % · 296 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 23,333 games
- Next two weeks56.0 % · 12,498 games
- After that55.5 % · 4,512 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
- Mirror Room // Fractured Realm1,575 games · 56.9 % (instead of 53.8% expected)
- Central Elevator // Promising Stairs915 games · 52.7 % (instead of 50.1% expected)
Cards it wins less with
- Overlord of the Balemurk1,293 games · 53.0 % (instead of 56.9% expected)
- Slavering Branchsnapper5,661 games · 51.5 % (instead of 54.8% expected)
- Funeral Room // Awakening Hall949 games · 50.2 % (instead of 53.4% expected)
Where it is played
B/W · 28 %U/W · 26 %
Played in 9.3% 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.




