Systems Override
Uncommon · Sorcery
6.6GoodRank 66 of 261
56.0%Rank 124 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 solid uncommon of the format (6.6/10).
Why. A sorcery that steals temporarily: you take an opposing creature or artifact, untap it and give it haste. It is used for a big hit or to close the game. On a Spacecraft, it activates it for an attack.
Risks. The effect lasts one turn and does not remove anything by itself. Without something to finish, it is only a tempo spell.
In the draft. For aggressive red decks, mid-pack. Elsewhere it is worth less than real 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 : +3.0 win-rate points
Its place in the set
- Uncommon: rank 20 of 100
- Red: rank 7 of 42
- Cost 3: rank 17 of 64
- Average pick: 8.6 (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 copy54.1 % · 15,062 games
- 2 copies56.7 % · 2,413 games
- 3 copies61.8 % · 296 games
Win rate since the set came out (card in hand)
- First two weeks56.3 % · 5,059 games
- Next two weeks56.9 % · 2,392 games
- After that57.8 % · 837 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
- Ruinous Rampage158 games · 56.3 % (instead of 43.6% expected)
- Memorial Vault527 games · 56.5 % (instead of 51.0% expected)
- Xu-Ifit, Osteoharmonist975 games · 58.5 % (instead of 53.6% expected)
- Weapons Manufacturing1,136 games · 53.2 % (instead of 49.2% expected)
Cards it wins less with
- Sami, Wildcat Captain173 games · 42.2 % (instead of 49.1% expected)
- Selfcraft Mechan939 games · 48.8 % (instead of 54.7% expected)
- Cryogen Relic958 games · 51.4 % (instead of 55.7% expected)
Where it is played
B/R · 27 %
Played in 3.2% 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.




