Disruptor of Currents
Rare · Creature — Merfolk Wizard
6.6GoodRank 61 of 264
61.2%Rank 21 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).
A very good rare of the format (6.6/10).
Why. A five-mana flash 3/3 with convoke. It returns another nonland permanent to its owner's hand when it enters. With creatures helping to cast it, it comes down much cheaper and surprises the opponent.
Risks. It's expensive without convoke, and bounce lets the opponent replay their card. Tapping creatures costs you an attack or a block.
In the draft. A good pick for blue-white or blue-red. It plays well in creature decks with lots of small bodies.
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 : +8.4 win-rate points
Its place in the set
- Rare: rank 32 of 61
- Blue: rank 10 of 41
- Cost 5: rank 12 of 32
- Average pick: 2.5 (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 copy57.1 % · 26,981 games
- 2 copies59.0 % · 1,224 games
Win rate since the set came out (card in hand)
- First two weeks61.5 % · 8,337 games
- Next two weeks63.0 % · 3,103 games
- After that61.0 % · 1,109 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
- Curious Colossus759 games · 61.9 % (instead of 58.9% expected)
- Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight753 games · 61.5 % (instead of 58.6% expected)
- Kinbinding1,462 games · 62.8 % (instead of 60.0% expected)
- Boulder Dash2,403 games · 58.5 % (instead of 56.2% expected)
Cards it wins less with
- Great Forest Druid1,514 games · 51.2 % (instead of 55.3% expected)
- Morningtide's Light407 games · 52.6 % (instead of 56.1% expected)
- Deceit885 games · 54.5 % (instead of 57.0% 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.




