The Rollercrusher Ride
Mythic · Legendary Enchantment
8.8BombRank 7 of 271
60.4%Rank 26 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 10 best cards of the set (8.8/10).
Why. A flexible mass removal: X damage to each of up to X target creatures, which you choose. With Delirium, the noncombat damage you deal is doubled, turning X equal to two into four damage per target.
Risks. It costs X plus three mana, so five for just two damage, and it can also hit your own creatures. Without Delirium it misses big creatures, and it is cast at sorcery speed.
In the draft. A very good pick in red. It is better in a deck with many card types in the graveyard, but works as removal even without that.
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 : +7.7 win-rate points
Its place in the set
- Mythic: rank 6 of 20
- Red: rank 2 of 41
- Cost 3: rank 2 of 57
- Average pick: 1.6 (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
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 copy55.6 % · 29,737 games
- 2 copies57.5 % · 379 games
Win rate since the set came out (card in hand)
- First two weeks60.7 % · 7,021 games
- Next two weeks59.7 % · 4,145 games
- After that59.6 % · 1,368 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
- Winter, Misanthropic Guide395 games · 54.4 % (instead of 49.3% expected)
- Keys to the House1,855 games · 55.8 % (instead of 52.4% expected)
- Found Footage1,651 games · 57.8 % (instead of 54.6% expected)
- Peculiar Lighthouse5,203 games · 56.1 % (instead of 53.6% expected)
Cards it wins less with
- Fear of Immobility2,273 games · 53.1 % (instead of 55.9% expected)
- Exorcise1,778 games · 53.7 % (instead of 56.4% 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.




