Morningtide's Light
Mythic · Sorcery
6.4GoodRank 77 of 264
54.0%Rank 165 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).
It wins less than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
Good playable that always makes the cut (6.4/10).
Why. A sorcery that exiles any number of target creatures until end of turn: you clear blockers before attacking, or reset your own creatures. You also take no damage until your next turn.
Risks. Nothing is destroyed: everything returns tapped at end of turn. You need a board ready to use the window, and the spell exiles itself, so it is one-shot.
In the draft. A way to close out a game in an aggressive white deck, but not a removal. Take it after your removals and good creatures.
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 : +1.3 win-rate points
Its place in the set
- Mythic: rank 18 of 22
- White: rank 16 of 41
- Cost 4: rank 9 of 47
- Average pick: 4.0 (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
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 since the set came out (card in hand)
- First two weeks54.8 % · 1,939 games
- Next two weeks54.9 % · 732 games
- After that55.1 % · 267 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
- Champion of the Clachan537 games · 62.6 % (instead of 54.1% expected)
- Mistmeadow Council2,064 games · 58.8 % (instead of 54.7% expected)
- Brigid, Clachan's Heart // Brigid, Doun's Mind592 games · 59.3 % (instead of 55.4% expected)
Cards it wins less with
- Summit Sentinel355 games · 45.1 % (instead of 52.7% expected)
- Shinestriker492 games · 49.0 % (instead of 54.6% expected)
- Flamekin Gildweaver451 games · 47.9 % (instead of 53.5% 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.




