Dual-Sun Technique
Uncommon · Instant
4.4WeakRank 206 of 261
51.0%Rank 253 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).
A good playable, but is sometimes cut (4.4/10).
Why. A two-mana instant that gives double strike to one of your creatures, a combat surprise. If it has a +1/+1 counter, you also draw a card.
Risks. It is a combat trick: if the opponent answers with removal, you lose the card and the creature. With no counters there is no card draw.
In the draft. Only in a white deck that puts plenty of +1/+1 counters on creatures. Otherwise it is a card to pass.
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 : -1.9 win-rate points
Its place in the set
- Uncommon: rank 80 of 100
- White: rank 37 of 43
- Cost 2: rank 48 of 57
- Average pick: 8.7 (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 copy53.0 % · 14,188 games
- 2 copies50.4 % · 1,099 games
Win rate since the set came out (card in hand)
- First two weeks51.3 % · 4,415 games
- Next two weeks54.1 % · 1,548 games
- After that50.5 % · 483 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
- Pinnacle Starcage290 games · 53.4 % (instead of 47.2% expected)
- Loading Zone460 games · 50.7 % (instead of 44.9% expected)
- Bioengineered Future377 games · 49.9 % (instead of 46.5% expected)
Cards it wins less with
- Nutrient Block875 games · 45.4 % (instead of 52.3% expected)
- Plasma Bolt1,002 games · 46.8 % (instead of 52.5% expected)
- Bombard929 games · 47.6 % (instead of 51.9% 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.




