Trial of Agony
Uncommon · Sorcery
5.6PlayableRank 140 of 271
53.6%Rank 189 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 (5.6/10).
Why. A one-mana sorcery: you choose two creatures controlled by one opponent, they choose one to take 5 damage, and the other cannot block this turn. For one mana you kill a creature and clear the way for an attack.
Risks. It needs your opponent to have two creatures, and they pick which one dies, so they will give up the worse one. Against a single creature you cannot cast it.
In the draft. A good removal spell for aggressive red decks. Take it over filler, but after removal that lets you choose the target.
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 : -0.8 win-rate points
Its place in the set
- Uncommon: rank 62 of 100
- Red: rank 25 of 41
- Cost 1: rank 18 of 26
- 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 copy54.2 % · 60,142 games
- 2 copies54.1 % · 7,458 games
- 3 copies54.9 % · 437 games
Win rate since the set came out (card in hand)
- First two weeks54.4 % · 16,982 games
- Next two weeks53.1 % · 8,104 games
- After that53.9 % · 2,844 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
- Toby, Beastie Befriender3,710 games · 59.5 % (instead of 56.8% expected)
- Living Phone5,679 games · 55.6 % (instead of 53.2% expected)
- Possessed Goat2,954 games · 53.9 % (instead of 51.5% expected)
- Unwanted Remake1,213 games · 52.0 % (instead of 49.8% expected)
Cards it wins less with
- Meat Locker // Drowned Diner3,618 games · 49.0 % (instead of 53.7% expected)
- Disturbing Mirth6,266 games · 51.4 % (instead of 54.9% expected)
- Winter, Misanthropic Guide557 games · 45.1 % (instead of 47.9% expected)
Where it is played
R/W · 25 %
Played in 6.8% 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.




