Winter's Intervention
Common · Instant
5.8PlayableRank 125 of 271
55.1%Rank 136 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 (5.8/10).
Why. A two-mana instant removal: 2 damage to a creature and you gain 2 life. It kills small creatures and can finish off one wounded in combat.
Risks. Only 2 damage: creatures with 3 toughness or more survive. It is limited in a format of big creatures.
In the draft. A decent cheap removal to take mid-pack in black decks. Later if you already have removal.
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 : +3.1 win-rate points
Its place in the set
- Common: rank 20 of 91
- Black: rank 15 of 42
- Cost 2: rank 40 of 66
- Average pick: 8.2 (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 copy53.1 % · 97,383 games
- 2 copies53.5 % · 25,421 games
- 3 copies52.6 % · 2,695 games
- 4 copies or more45.4 % · 293 games
Win rate since the set came out (card in hand)
- First two weeks55.1 % · 35,075 games
- Next two weeks54.4 % · 19,025 games
- After that55.4 % · 6,367 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
- Leyline of the Void189 games · 44.4 % (instead of 39.6% expected)
- Grievous Wound1,255 games · 46.0 % (instead of 42.7% expected)
- Peer Past the Veil1,528 games · 54.6 % (instead of 51.9% expected)
- Marina Vendrell507 games · 45.8 % (instead of 43.2% expected)
Cards it wins less with
- Unidentified Hovership2,839 games · 51.0 % (instead of 55.2% expected)
- Dazzling Theater // Prop Room383 games · 40.2 % (instead of 44.0% expected)
Where it is played
B/U · 50 %B/W · 49 %
Played in 13% 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.




