Drill Too Deep
Common · Instant
1.7WeakRank 257 of 261
48.8%Rank 275 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 (1.7/10).
Why. A two-mana instant with two modes: five charge counters on a Spacecraft or Planet you control, or destroy target artifact. The first mode activates a Spacecraft in one go.
Risks. Both modes are conditional: you need your own Spacecraft or Planet, or an artifact to destroy. With no target the card is dead in hand.
In the draft. A sideboard card, or one for a Spacecraft deck. Do not play it without several Spacecraft or knowing the opponent runs artifacts.
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
- Common: rank 79 of 81
- Red: rank 40 of 42
- Cost 2: rank 57 of 57
- Average pick: 11.8 (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 copy49.4 % · 5,590 games
- 2 copies46.1 % · 369 games
Win rate since the set came out (card in hand)
- First two weeks50.4 % · 1,978 games
- Next two weeks40.6 % · 355 games
- After that58.3 % · 151 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
- Full Bore514 games · 51.9 % (instead of 46.2% expected)
- Pinnacle Emissary547 games · 53.2 % (instead of 48.1% expected)
- Timeline Culler307 games · 54.1 % (instead of 49.1% expected)
- Knight Luminary479 games · 55.1 % (instead of 50.2% expected)
Cards it wins less with
- Kavaron, Memorial World335 games · 46.0 % (instead of 50.3% expected)
- Tragic Trajectory336 games · 46.4 % (instead of 49.5% expected)
- Warmaker Gunship830 games · 48.4 % (instead of 51.4% 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.




