Divert Disaster
Common · Instant
6.2GoodRank 84 of 261
56.7%Rank 90 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).
Good playable that always makes the cut (6.2/10).
Why. A two-mana counterspell: the opponent must pay two more mana. If they pay, you create a Lander; if they do not, the spell is countered. Either way you get something.
Risks. An opponent with two spare mana pays easily, especially early, and you only get a Lander. It is not a hard counter late.
In the draft. A reasonable counterspell for blue tempo and control decks. Take it as a supporting piece, 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 : +2.7 win-rate points
Its place in the set
- Common: rank 6 of 81
- Blue: rank 10 of 41
- Cost 2: rank 21 of 57
- Average pick: 8.9 (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 copy55.6 % · 54,675 games
- 2 copies56.1 % · 12,918 games
- 3 copies57.3 % · 1,137 games
- 4 copies or more57.6 % · 198 games
Win rate since the set came out (card in hand)
- First two weeks57.3 % · 20,506 games
- Next two weeks57.2 % · 10,777 games
- After that56.5 % · 3,608 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
- Meltstrider's Gear262 games · 56.5 % (instead of 51.1% expected)
- Evendo, Waking Haven273 games · 55.7 % (instead of 51.2% expected)
Cards it wins less with
- Squire's Lightblade899 games · 48.8 % (instead of 54.4% expected)
- Sothera, the Supervoid527 games · 47.6 % (instead of 52.9% expected)
- Weapons Manufacturing352 games · 45.7 % (instead of 50.3% expected)
Where it is played
B/U · 57 %U/W · 35 %
Played in 12% 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.




