Say Its Name
Common · Sorcery
6.0PlayableRank 98 of 271
55.7%Rank 111 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 (6.0/10).
Why. A two-mana sorcery that mills three, then returns a creature or land card to your hand. It feeds Delirium and gets back what fell. Its second ability needs three copies in the graveyard and one specific card: do not count on it.
Risks. You mill three with no immediate effect on the board, and it is slow. With no creature or land in the graveyard, it returns nothing.
In the draft. A green filler common, useful in Delirium decks. Take it late, as a synergy tool.
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 8 of 91
- Green: rank 14 of 42
- Cost 2: rank 31 of 66
- Average pick: 7.1 (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 copy54.1 % · 104,743 games
- 2 copies54.0 % · 35,804 games
- 3 copies55.1 % · 12,295 games
- 4 copies or more60.6 % · 3,245 games
Win rate since the set came out (card in hand)
- First two weeks55.8 % · 43,096 games
- Next two weeks54.1 % · 26,956 games
- After that54.4 % · 9,414 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
- Demonic Counsel791 games · 53.6 % (instead of 50.2% expected)
- Cackling Slasher1,906 games · 50.5 % (instead of 47.4% expected)
Cards it wins less with
- Entity Tracker3,512 games · 52.4 % (instead of 56.1% expected)
- Vengeful Possession3,251 games · 51.4 % (instead of 55.0% expected)
Where it is played
B/G · 65 %G/R · 62 %
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.




