Chorale of the Void
Rare · Enchantment — Aura
2.0WeakRank 242 of 261
47.8%Rank 281 of 287 by win rate, card in hand · set average: 56.0%
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).
Not good filler and often gets cut (2.0/10).
Why. An Aura that, whenever the enchanted creature attacks, brings a creature card from the defending player's graveyard onto the battlefield under your control, tapped and attacking. If it sticks, it is a value engine.
Risks. Its Void ability sacrifices it at the beginning of your end step unless a nonland permanent left the battlefield or a spell was warped this turn. It also needs a stocked opposing graveyard and a creature that survives to attack: too many conditions.
In the draft. Too demanding for most decks. Only play it in a black deck that triggers Void every turn, and do not take it early.
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 : -2.9 win-rate points
Its place in the set
- Rare: rank 58 of 60
- Black: rank 39 of 42
- Cost 4: rank 38 of 40
- Average pick: 4.4 (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
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 copy50.3 % · 10,791 games
- 2 copies46.5 % · 299 games
Win rate since the set came out (card in hand)
- First two weeks48.7 % · 3,500 games
- Next two weeks47.9 % · 1,006 games
- After that45.3 % · 391 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
- Rescue Skiff650 games · 53.7 % (instead of 48.2% expected)
- Archenemy's Charm904 games · 54.1 % (instead of 49.9% expected)
- Pulsar Squadron Ace669 games · 54.0 % (instead of 50.3% expected)
- Weftstalker Ardent725 games · 51.4 % (instead of 48.3% expected)
Cards it wins less with
- Diplomatic Relations1,029 games · 46.4 % (instead of 50.9% expected)
- Alpharael, Stonechosen265 games · 41.5 % (instead of 45.4% expected)
- Specimen Freighter703 games · 46.9 % (instead of 49.8% 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.




