Midnight Mayhem
Uncommon · Sorcery
7.6Very goodRank 24 of 271
61.2%Rank 18 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 very best uncommons of the format (7.6/10).
Why. A sorcery that creates three 1/1 red Gremlin creature tokens with menace, lifelink and haste until end of turn. They attack right away: up to three damage and three life, and three bodies that stay.
Risks. A two-colour red-white card. The 1/1 Gremlins stay fragile and the bonus lasts only a turn, so it is weaker if the opponent's board is full of blockers.
In the draft. A good pick in red-white, a powerful uncommon. It needs few creatures to be useful.
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 : +5.3 win-rate points
Its place in the set
- Uncommon: rank 3 of 100
- Multicolour: rank 3 of 34
- Cost 4: rank 4 of 41
- Average pick: 4.8 (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.
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 copy56.2 % · 60,192 games
- 2 copies58.7 % · 20,022 games
- 3 copies62.1 % · 4,254 games
- 4 copies or more64.1 % · 652 games
Win rate since the set came out (card in hand)
- First two weeks61.2 % · 22,521 games
- Next two weeks60.0 % · 12,286 games
- After that60.3 % · 4,378 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
- Restricted Office // Lecture Hall3,559 games · 57.9 % (instead of 56.8% expected)
- Painter's Studio // Defaced Gallery24,526 games · 59.4 % (instead of 58.4% expected)
Cards it wins less with
- Bear Trap1,435 games · 50.6 % (instead of 54.4% expected)
- Waltz of Rage3,795 games · 53.4 % (instead of 56.7% expected)
- Boilerbilges Ripper5,248 games · 53.5 % (instead of 55.8% expected)
Where it is played
R/W · 58 %
Played in 8.1% 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.




