Unexpected Assistance
Common · Instant
5.2PlayableRank 165 of 264
55.8%Rank 116 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 (5.2/10).
Why. An instant that draws three cards then discards one, with convoke to cast it earlier. With a few creatures to tap it costs almost nothing and nets you two cards.
Risks. Five mana without convoke is expensive for a spell that does nothing to the board. It asks you to keep creatures untapped.
In the draft. A good blue card advantage common, a mid-pack pick. Especially for a white-blue or blue-red deck.
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 : +1.7 win-rate points
Its place in the set
- Common: rank 17 of 81
- Blue: rank 27 of 41
- Cost 5: rank 19 of 32
- Average pick: 7.2 (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.
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 copy55.1 % · 91,674 games
- 2 copies55.6 % · 21,884 games
- 3 copies58.0 % · 1,274 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 36,549 games
- Next two weeks57.5 % · 12,976 games
- After that58.1 % · 4,924 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
- Bark of Doran1,666 games · 55.0 % (instead of 51.6% expected)
- Rimefire Torque428 games · 48.8 % (instead of 46.1% expected)
- Slumbering Walker5,744 games · 59.8 % (instead of 57.1% expected)
- Elder Auntie2,238 games · 54.8 % (instead of 53.0% expected)
Cards it wins less with
- Bloom Tender721 games · 46.7 % (instead of 53.1% expected)
- Bitterbloom Bearer1,100 games · 48.9 % (instead of 55.0% expected)
- Goatnap200 games · 43.5 % (instead of 48.6% expected)
Where it is played
R/U · 64 %U/W · 62 %
Played in 21% 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.




