Dream Harvest
Rare · Sorcery
4.2WeakRank 217 of 264
50.3%Rank 246 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 good playable, but is sometimes cut (4.2/10).
Why. Seven mana for a sorcery: the opponent exiles cards from the top of their library until total mana value reaches 5 or more, then you may cast those cards for free this turn. When it hits, it is a big turn.
Risks. The result is random: if the exiled cards are lands or duds, you spent your whole turn. And seven mana is late.
In the draft. Too random and too expensive for a serious pick. Leave it unless your deck is already full.
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
- Rare: rank 59 of 61
- Multicolour: rank 41 of 49
- Cost 7: rank 6 of 7
- Average pick: 5.5 (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.
splash
splash
splash
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 copy50.3 % · 9,851 games
- 2 copies53.9 % · 154 games
Win rate since the set came out (card in hand)
- First two weeks51.1 % · 3,267 games
- Next two weeks49.8 % · 737 games
- After that51.5 % · 268 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
- Ashling, Rekindled // Ashling, Rimebound629 games · 56.1 % (instead of 51.1% expected)
- Sizzling Changeling866 games · 54.2 % (instead of 49.5% expected)
- Burning Curiosity718 games · 52.2 % (instead of 47.6% expected)
- Spell Snare429 games · 49.0 % (instead of 45.0% expected)
Cards it wins less with
- Flitterwing Nuisance600 games · 47.0 % (instead of 51.3% expected)
- Spiral into Solitude1,034 games · 47.7 % (instead of 50.1% expected)
- Reaping Willow884 games · 47.4 % (instead of 49.8% 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.


