Boulder Dash
Uncommon · Sorcery
6.2GoodRank 83 of 264
55.4%Rank 126 of 264 by win rate, card in hand · set average: 55.7%
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 (6.2/10).
Why. A two-mana sorcery that deals 2 damage to any target and 1 damage to any other target. It kills two small creatures, or a creature and some damage to a player, and suits an aggressive opening.
Risks. The damage is low: on its own it kills no creature with three toughness. It is slower than an instant and only shines with two useful targets.
In the draft. A decent cheap removal in red, to take after the best spells. Weak against creatures with big toughness.
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 : +3.2 win-rate points
Its place in the set
- Uncommon: rank 25 of 100
- Red: rank 8 of 40
- Cost 2: rank 23 of 72
- 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.
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 copy54.0 % · 43,181 games
- 2 copies53.9 % · 5,273 games
- 3 copies53.8 % · 251 games
Win rate since the set came out (card in hand)
- First two weeks56.3 % · 15,291 games
- Next two weeks56.0 % · 5,486 games
- After that54.5 % · 2,044 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
- Perfect Intimidation345 games · 51.9 % (instead of 47.8% expected)
- Dream Seizer2,051 games · 53.5 % (instead of 50.1% expected)
- Glen Elendra's Answer1,203 games · 58.7 % (instead of 55.4% expected)
- Oko, Lorwyn Liege // Oko, Shadowmoor Scion1,052 games · 55.4 % (instead of 52.4% expected)
Cards it wins less with
- Bloodline Bidding1,167 games · 50.8 % (instead of 55.4% expected)
- Prideful Feastling2,951 games · 49.3 % (instead of 52.9% expected)
- Moonshadow786 games · 50.1 % (instead of 53.7% expected)
Where it is played
R/U · 30 %R/W · 26 %
Played in 9.2% 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.




