Sygg's Command
Rare · Kindred Sorcery — Merfolk
7.0GoodRank 48 of 264
58.7%Rank 54 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 very good rare of the format (7.0/10).
Why. A three-mana sorcery that picks two of four modes: copy a Merfolk, give a player's creatures lifelink, make a player draw a card, or tap a creature and put a stun counter on it. The flexibility makes it a tempo and value card.
Risks. It needs blue and white, and the copy mode only matters with a Merfolk. No mode destroys a creature outright.
In the draft. A good pick for blue-white decks with Merfolk. It fits a deck that wins through tempo.
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 : +5.2 win-rate points
Its place in the set
- Rare: rank 23 of 61
- Multicolour: rank 16 of 49
- Cost 3: rank 11 of 66
- Average pick: 3.5 (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
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 copy56.4 % · 18,216 games
- 2 copies55.5 % · 1,186 games
Win rate since the set came out (card in hand)
- First two weeks58.4 % · 5,824 games
- Next two weeks60.7 % · 2,024 games
- After that58.4 % · 688 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
- Crib Swap689 games · 55.2 % (instead of 52.7% expected)
- Disruptor of Currents2,674 games · 60.2 % (instead of 58.5% expected)
- Bark of Doran539 games · 54.4 % (instead of 52.8% expected)
- Champions of the Shoal3,206 games · 60.7 % (instead of 59.1% expected)
Cards it wins less with
- Flaring Cinder1,130 games · 51.2 % (instead of 56.0% expected)
- Spell Snare457 games · 47.3 % (instead of 51.0% expected)
- Wary Farmer1,149 games · 52.8 % (instead of 56.3% 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.




