Growing Dread
Uncommon · Enchantment
6.6GoodRank 64 of 271
58.1%Rank 48 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 (6.6/10).
Why. A two-mana enchantment with flash that manifests dread, then puts a +1/+1 counter on any permanent you turn face up. It makes a 2/2 at instant speed and grows it when you flip it.
Risks. A 2/2 that costs a card, with a conditional bonus. If the manifested card is not a creature card, it stays a plain 2/2.
In the draft. A good pick for a blue-green deck with face-down cards. Take it over plain creatures; it does best with many creature cards.
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 : +4.8 win-rate points
Its place in the set
- Uncommon: rank 24 of 100
- Multicolour: rank 16 of 34
- Cost 2: rank 21 of 66
- Average pick: 5.0 (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.
splash
splash
splash
splash
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 copy55.1 % · 58,061 games
- 2 copies55.1 % · 17,497 games
- 3 copies56.8 % · 3,616 games
- 4 copies or more59.0 % · 517 games
Win rate since the set came out (card in hand)
- First two weeks58.3 % · 23,353 games
- Next two weeks56.5 % · 13,142 games
- After that57.6 % · 4,502 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
- Bear Trap2,636 games · 55.5 % (instead of 52.4% expected)
- Abhorrent Oculus4,915 games · 59.7 % (instead of 56.8% expected)
- Enduring Vitality7,050 games · 56.4 % (instead of 54.6% expected)
Cards it wins less with
- Walk-In Closet // Forgotten Cellar574 games · 46.0 % (instead of 49.8% expected)
- Glassworks // Shattered Yard4,684 games · 52.7 % (instead of 55.8% expected)
- Mirror Room // Fractured Realm2,586 games · 51.3 % (instead of 53.8% expected)
Where it is played
G/U · 60 %
Played in 7.8% 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.




