Terminal Velocity
Rare · Sorcery
3.8WeakRank 235 of 261
45.8%Rank 283 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 (3.8/10).
Why. A six-mana sorcery that puts an artifact or creature from your hand onto the battlefield for free, with haste. At end of turn it is sacrificed and deals damage equal to its mana value to each creature, so it works like a sweeper in disguise.
Risks. You pay six mana for a one-turn effect and keep nothing on the battlefield. With no big card in hand it does nothing, and the damage hits your own creatures too.
In the draft. Sideboard material in most decks. Only a red deck full of huge artifacts or creatures can make something of it, and even then it is a stretch.
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 : -4.1 win-rate points
Its place in the set
- Rare: rank 57 of 60
- Red: rank 36 of 42
- Cost 6: rank 13 of 15
- Average pick: 8.3 (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 copy49.2 % · 2,248 games
- 2 copies52.6 % · 116 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
- Cerebral Download170 games · 56.5 % (instead of 48.4% expected)
- Mechan Assembler197 games · 55.3 % (instead of 47.4% expected)
- Mechan Shieldmate182 games · 54.4 % (instead of 46.8% expected)
- Possibility Technician250 games · 58.8 % (instead of 51.2% expected)
Cards it wins less with
- Hullcarver188 games · 40.4 % (instead of 48.9% expected)
- Seedship Agrarian194 games · 41.8 % (instead of 49.9% expected)
- Debris Field Crusher333 games · 41.1 % (instead of 46.9% 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.



