Keep Out
Common · Instant
5.0PlayableRank 175 of 264
52.6%Rank 211 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 solid playable that rarely gets cut (5.0/10).
Why. A two-mana instant removal: four damage to a tapped creature, or destroy an enchantment. It punishes creatures that attacked and stays flexible.
Risks. It only hits tapped creatures, so you must wait for them to attack or tap for an ability. Against a defensive deck, it can rot in hand.
In the draft. A fair pick for a white deck, after unconditional removal. The enchantment mode keeps it from ever being fully dead.
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 : -0.6 win-rate points
Its place in the set
- Common: rank 25 of 81
- White: rank 28 of 41
- Cost 2: rank 49 of 72
- Average pick: 7.7 (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.
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 % · 50,487 games
- 2 copies52.9 % · 9,431 games
- 3 copies48.2 % · 706 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 19,171 games
- Next two weeks53.1 % · 6,233 games
- After that51.8 % · 2,125 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
- Mirrormind Crown241 games · 49.4 % (instead of 44.7% expected)
- Spell Snare999 games · 52.3 % (instead of 48.4% expected)
- Tend the Sprigs2,141 games · 51.3 % (instead of 48.7% expected)
Cards it wins less with
- Emptiness1,722 games · 49.2 % (instead of 52.9% expected)
- Virulent Emissary3,294 games · 52.6 % (instead of 55.9% expected)
- Voracious Tome-Skimmer853 games · 46.2 % (instead of 49.1% expected)
Where it is played
G/W · 46 %B/W · 37 %
Played in 12% 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.




