Spell Snare

Uncommon · Instant

Pick rating

2.0WeakRank 257 of 264

Observed strength

48.7%Rank 257 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 instant that counters a spell with mana value 2. It can stop an important two-drop for almost nothing.

Risks. It only hits spells with mana value exactly 2, so it is often a dead card in hand. It depends on what the opponent casts and on you having a spare mana.

In the draft. Too narrow for draft. Play it only if nothing else is available.

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 game48.7 %(set average : 55.7 %)
Card in the opening hand48.8 %(set average : 54.5 %)
Card drawn during the game48.6 %(set average : 56.5 %)

Gap when it is drawn, against the games where it is not : +0.2 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)10.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 97 of 100
  • Blue: rank 41 of 41
  • Cost 1: rank 21 of 22
  • Average pick: 10.2 (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.

2,675 games52.3 %(all pairs : 49.6 %)
1,815 games50.3 %(all pairs : 49.6 %)
699 games45.2 %(all pairs : 49.6 %)
189 games45.5 %(all pairs : 49.6 %)
182 games41.8 %(all pairs : 49.6 %)
171 games48.5 %(all pairs : 49.6 %)
134 games43.3 %(all pairs : 49.6 %)
107 games44.9 %(all pairs : 49.6 %)

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 hand49.3 %· 450 games
All players, card in hand48.3 %· 2,737 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)50.4 %(set average : 57.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)48.8 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy49.7 % · 5,837 games
  • 2 copies47.6 % · 433 games

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

  • First two weeks48.1 % · 2,127 games
  • Next two weeks49.4 % · 496 games
  • After that46.5 % · 114 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

  • Flitterwing Nuisance

    20. Flitterwing Nuisance

    7.8

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.