Get Out
Uncommon · Instant
5.8PlayableRank 114 of 271
55.2%Rank 131 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).
Good playable that always makes the cut (5.8/10).
Why. A flexible two-mana instant: counter a creature or enchantment spell, or return one or two of your own creatures and enchantments to hand. It protects your cards from removal or replays an enters-the-battlefield effect.
Risks. It needs two blue mana and cannot counter instants, sorceries or artifacts. The return mode does nothing useful when you have nothing to save.
In the draft. Fine in a blue tempo or control deck. Take it mid-pack, after the removal and the best creatures.
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 : +2.2 win-rate points
Its place in the set
- Uncommon: rank 50 of 100
- Blue: rank 17 of 41
- Cost 2: rank 35 of 66
- Average pick: 6.8 (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 copy54.0 % · 63,792 games
- 2 copies54.1 % · 7,183 games
- 3 copies57.3 % · 321 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 17,887 games
- Next two weeks54.9 % · 10,433 games
- After that55.1 % · 4,085 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
- Dazzling Theater // Prop Room325 games · 51.4 % (instead of 44.8% expected)
- Shepherding Spirits5,279 games · 55.1 % (instead of 51.9% expected)
- Overlord of the Mistmoors1,897 games · 60.9 % (instead of 58.3% expected)
- Dollmaker's Shop // Porcelain Gallery1,789 games · 58.6 % (instead of 56.1% expected)
Cards it wins less with
- Ticket Booth // Tunnel of Hate6,469 games · 50.3 % (instead of 53.7% expected)
- Scorching Dragonfire7,830 games · 52.0 % (instead of 55.0% expected)
- Glassworks // Shattered Yard9,871 games · 52.0 % (instead of 54.6% expected)
Where it is played
R/U · 33 %B/U · 31 %
Played in 7.2% 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.




