Pull Through the Weft
Uncommon · Sorcery
2.0WeakRank 251 of 261
50.0%Rank 267 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. A five-mana sorcery that returns up to two nonland permanent cards from your graveyard to your hand, then up to two lands from the graveyard to the battlefield tapped. It is value recursion.
Risks. Five mana with no immediate impact on the board, and its value depends on what has died. Early in the game there is nothing to get back.
In the draft. A mid-game green playable, mostly as a late pick. Not for a hurried deck. One copy at most.
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
- Uncommon: rank 96 of 100
- Green: rank 41 of 41
- Cost 5: rank 29 of 29
- Average pick: 9.9 (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 copy51.9 % · 9,203 games
- 2 copies45.7 % · 162 games
Win rate since the set came out (card in hand)
- First two weeks50.7 % · 2,889 games
- Next two weeks46.8 % · 791 games
- After that50.2 % · 215 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
- Mechan Navigator577 games · 56.3 % (instead of 51.3% expected)
- Territorial Bruntar808 games · 55.9 % (instead of 51.4% expected)
- Chrome Companion645 games · 54.1 % (instead of 50.2% expected)
- Specimen Freighter652 games · 55.1 % (instead of 51.4% expected)
Cards it wins less with
- Haliya, Ascendant Cadet604 games · 45.5 % (instead of 51.4% expected)
- Susurian Voidborn538 games · 46.3 % (instead of 50.5% expected)
- Genemorph Imago858 games · 50.7 % (instead of 54.3% 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.




