Final Vengeance
Common · Sorcery
6.6GoodRank 63 of 271
56.8%Rank 82 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).
One of the best commons of the format (6.6/10).
Why. A one-mana sorcery that exiles a creature, at the cost of sacrificing a creature or an enchantment. Unconditional removal that is very light on mana.
Risks. You have to sacrifice a permanent, so you lose another card. It has no value without something to sacrifice.
In the draft. A good common removal for a black deck. Take it after the best removal; it is much better with creatures or enchantments you are happy to lose.
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 : +4.3 win-rate points
Its place in the set
- Common: rank 1 of 91
- Black: rank 6 of 42
- Cost 1: rank 7 of 26
- Average pick: 7.2 (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 copy53.1 % · 105,338 games
- 2 copies54.9 % · 37,759 games
- 3 copies55.7 % · 6,378 games
- 4 copies or more54.9 % · 878 games
Win rate since the set came out (card in hand)
- First two weeks56.4 % · 37,073 games
- Next two weeks56.6 % · 27,744 games
- After that56.4 % · 9,914 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
- Leyline of the Void188 games · 46.8 % (instead of 40.0% expected)
- Walk-In Closet // Forgotten Cellar639 games · 52.4 % (instead of 48.3% expected)
- Boilerbilges Ripper17,664 games · 55.6 % (instead of 52.3% expected)
- Charred Foyer // Warped Space2,017 games · 52.5 % (instead of 49.7% expected)
Cards it wins less with
- Dollmaker's Shop // Porcelain Gallery1,830 games · 50.5 % (instead of 55.8% expected)
- Surgical Suite // Hospital Room5,572 games · 49.9 % (instead of 54.7% expected)
- Dazzling Theater // Prop Room393 games · 39.9 % (instead of 44.5% expected)
Where it is played
B/R · 84 %B/G · 57 %
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.


