Give In to Violence
Common · Instant
4.2WeakRank 228 of 271
50.2%Rank 258 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 (4.2/10).
Why. An instant that gives +2/+2 and lifelink: a combat trick that wins a trade and gains life.
Risks. It depends on a creature on the battlefield: if it is killed in response, the spell is wasted. One turn of lifelink does not win the game.
In the draft. A late-pack trick, playable only in an aggressive black deck with plenty of creatures. Do not take it over a playable creature.
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 74 of 91
- Black: rank 31 of 42
- Cost 2: rank 62 of 66
- Average pick: 11.9 (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 copy49.9 % · 20,567 games
- 2 copies48.0 % · 1,926 games
- 3 copies51.0 % · 102 games
Win rate since the set came out (card in hand)
- First two weeks50.8 % · 6,338 games
- Next two weeks49.9 % · 2,317 games
- After that53.1 % · 842 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
- Grievous Wound480 games · 44.6 % (instead of 39.3% expected)
- Moldering Gym // Weight Room2,943 games · 52.6 % (instead of 48.6% expected)
- Insidious Fungus1,792 games · 54.0 % (instead of 50.2% expected)
- Overlord of the Balemurk1,554 games · 55.2 % (instead of 51.4% expected)
Cards it wins less with
- Friendly Ghost1,270 games · 46.1 % (instead of 50.2% expected)
- Grand Entryway // Elegant Rotunda1,665 games · 46.4 % (instead of 50.0% expected)
- Fear of Surveillance2,555 games · 47.3 % (instead of 50.6% 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.




