Impolite Entrance

Uncommon · Sorcery

Pick rating

2.0WeakRank 253 of 264

Observed strength

43.6%Rank 264 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).

Not good filler and often gets cut (2.0/10).

Why. A one-mana sorcery that gives a creature trample and haste and draws a card. It replaces itself and wins a little tempo from a freshly played creature without haste.

Risks. Without a creature to target it is dead, and it neither kills nor protects anything: it only pushes an attack.

In the draft. One of the weakest cards in the set. Take it last, unless you are in a very aggressive deck.

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.

Card in hand at some point in the game43.6 %(set average : 55.7 %)
Card in the opening hand42.9 %(set average : 54.5 %)
Card drawn during the game44.1 %(set average : 56.5 %)

Gap when it is drawn, against the games where it is not : -4.5 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)7.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 94 of 100
  • Red: rank 38 of 40
  • Cost 1: rank 20 of 22
  • Average pick: 10.7 (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.

2,150 games46.6 %(all pairs : 46.8 %)
1,047 games49.0 %(all pairs : 46.8 %)
432 games44.7 %(all pairs : 46.8 %)
294 games48.0 %(all pairs : 46.8 %)
128 games50.8 %(all pairs : 46.8 %)
103 games51.5 %(all pairs : 46.8 %)

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.

Strong players (diamond and mythic ranks), card in hand44.7 %· 302 games
All players, card in hand44.6 %· 1,858 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)48.9 %(set average : 57.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)44.7 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy47.0 % · 4,086 games
  • 2 copies43.9 % · 296 games

Win rate since the set came out (card in hand)

  • First two weeks45.1 % · 1,427 games
  • Next two weeks41.9 % · 298 games
  • After that45.1 % · 133 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

Cards it wins less with

Other cards of the same cost and colours

  • End-Blaze Epiphany

    12. End-Blaze Epiphany

    8.4
  • Cinder Strike

    110. Cinder Strike

    5.8
  • Soulbright Seeker

    119. Soulbright Seeker

    5.8

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.