Pain for All
Rare · Enchantment — Aura
6.0PlayableRank 102 of 261
54.5%Rank 169 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 (6.0/10).
Why. A three-mana Aura that doubles as removal: when it enters, the enchanted creature deals damage equal to its power to another target. After that, every point of damage the creature takes is also dealt to your opponent.
Risks. It needs a creature with real power, and a removal spell in response costs you both cards. With no big creature the enter effect is weak.
In the draft. Take it in a red deck with real creatures, especially RG. Otherwise let it pass for simpler removal.
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 : +1.8 win-rate points
Its place in the set
- Rare: rank 40 of 60
- Red: rank 12 of 42
- Cost 3: rank 24 of 64
- Average pick: 2.8 (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.
splash
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 copy53.7 % · 18,103 games
- 2 copies50.6 % · 544 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 5,117 games
- Next two weeks53.1 % · 1,987 games
- After that53.5 % · 738 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
- Ragost, Deft Gastronaut611 games · 55.8 % (instead of 49.7% expected)
- Rig for War810 games · 55.6 % (instead of 51.8% expected)
- Kavaron Skywarden2,322 games · 54.2 % (instead of 50.9% expected)
- Frontline War-Rager1,854 games · 52.5 % (instead of 49.4% expected)
Cards it wins less with
- Lost in Space1,125 games · 51.0 % (instead of 54.1% expected)
- Cryoshatter1,761 games · 51.1 % (instead of 53.7% 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.




