Thirst for Identity
Uncommon · Instant
5.4PlayableRank 149 of 264
53.2%Rank 191 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 (5.4/10).
Why. A three-mana instant that draws three cards, then you discard two, or only one if it is a creature card. With a spare creature in hand it is a clean card gain at instant speed.
Risks. With no creature to discard, you pay three mana to net one extra card. It does nothing to the board.
In the draft. A good blue control spell, a mid-pack pick. Creature-heavy decks play it best.
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 : +0.9 win-rate points
Its place in the set
- Uncommon: rank 65 of 100
- Blue: rank 21 of 41
- Cost 3: rank 37 of 66
- Average pick: 8.0 (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.
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 copy53.4 % · 20,748 games
- 2 copies52.6 % · 1,271 games
Win rate since the set came out (card in hand)
- First two weeks53.5 % · 7,370 games
- Next two weeks53.4 % · 1,924 games
- After that55.1 % · 648 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
- Winnowing547 games · 55.8 % (instead of 51.4% expected)
- Nightmare Sower1,448 games · 52.0 % (instead of 48.4% expected)
- Illusion Spinners2,396 games · 51.5 % (instead of 48.5% expected)
- Noggle Robber1,701 games · 56.2 % (instead of 53.5% expected)
Cards it wins less with
- Lavaleaper164 games · 39.0 % (instead of 46.4% expected)
- Gangly Stompling1,995 games · 50.2 % (instead of 52.6% expected)
- Prideful Feastling2,396 games · 50.0 % (instead of 52.2% expected)
Where it is played
B/U · 27 %
Played in 4.2% 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.




