Unforgiving Aim
Common · Instant
4.8WeakRank 192 of 264
51.2%Rank 233 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 (4.8/10).
Why. A green instant with three modes: destroy a creature with flying, destroy an enchantment, or create a 2/2 black and green Elf creature token. It is never dead, but not great in any mode.
Risks. Each mode is situational: the first depends on opposing fliers, the second on enchantments, and the 2/2 token is weak for three mana.
In the draft. A mid-to-late pick for a green deck. Good as a sideboard card against fliers, but not a priority.
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
- Common: rank 36 of 81
- Green: rank 32 of 40
- Cost 3: rank 47 of 66
- Average pick: 10.5 (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.
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 copy52.7 % · 24,400 games
- 2 copies46.3 % · 1,434 games
Win rate since the set came out (card in hand)
- First two weeks51.4 % · 7,549 games
- Next two weeks51.7 % · 2,267 games
- After that52.8 % · 875 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
- Doran, Besieged by Time1,176 games · 53.7 % (instead of 50.1% expected)
- Nightmare Sower1,087 games · 50.9 % (instead of 47.4% expected)
- Dream Seizer2,068 games · 51.6 % (instead of 48.4% expected)
- Requiting Hex2,463 games · 53.1 % (instead of 50.0% expected)
Cards it wins less with
- Perfect Intimidation514 games · 43.6 % (instead of 46.1% expected)
- Aurora Awakener1,149 games · 50.1 % (instead of 52.7% expected)
- Thoughtweft Imbuer2,270 games · 51.6 % (instead of 53.9% 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.




