Thoughtweft Charge
Uncommon · Instant
5.8PlayableRank 120 of 264
54.2%Rank 158 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).
Good playable that always makes the cut (5.8/10).
Why. A two-mana instant that gives +3/+3 to a creature and draws a card if a creature entered under your control this turn. A good combat trick that can pay for itself.
Risks. Like any combat trick, you lose the value if the target is killed in response. With no creature entering this turn, it does not draw.
In the draft. A good trick for a green deck, to take in the middle of your pool. It is better with flash or cheap 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 : +0.2 win-rate points
Its place in the set
- Uncommon: rank 48 of 100
- Green: rank 19 of 40
- Cost 2: rank 32 of 72
- Average pick: 7.1 (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 copy54.9 % · 28,679 games
- 2 copies53.7 % · 2,692 games
- 3 copies54.8 % · 124 games
Win rate since the set came out (card in hand)
- First two weeks55.0 % · 9,258 games
- Next two weeks55.8 % · 2,838 games
- After that54.3 % · 1,173 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
- Morningtide's Light522 games · 56.7 % (instead of 53.7% expected)
- Hovel Hurler1,611 games · 55.1 % (instead of 52.2% expected)
- Rhys, the Evermore1,090 games · 55.2 % (instead of 52.4% expected)
Cards it wins less with
- Perfect Intimidation273 games · 44.7 % (instead of 48.6% expected)
- Lluwen, Imperfect Naturalist2,475 games · 53.5 % (instead of 56.0% expected)
- Trystan's Command2,636 games · 55.6 % (instead of 58.0% 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.




