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Uncommon · Sorcery
5.6PlayableRank 136 of 261
55.7%Rank 131 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 (5.6/10).
Why. Unconditional removal that destroys any creature, at four mana without help. With convoke, a creature-heavy deck often casts it for next to nothing by tapping its creatures.
Risks. It is a sorcery, so it cannot answer a threat mid-attack. Tapping creatures to pay for it can cost you your attack or your blockers for the turn.
In the draft. A good pick for a black deck with cheap creatures. Reliable removal goes ahead of average creatures, and a second copy is welcome.
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 : +2.5 win-rate points
Its place in the set
- Uncommon: rank 54 of 100
- Black: rank 23 of 42
- Cost 4: rank 19 of 40
- Average pick: 3.6 (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.
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 copy54.7 % · 48,597 games
- 2 copies54.0 % · 5,207 games
- 3 copies55.8 % · 267 games
Win rate since the set came out (card in hand)
- First two weeks56.5 % · 16,099 games
- Next two weeks55.6 % · 6,762 games
- After that56.0 % · 2,280 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
- Rig for War494 games · 57.1 % (instead of 52.9% expected)
- Tezzeret, Cruel Captain866 games · 56.1 % (instead of 52.0% expected)
- Memorial Team Leader1,678 games · 56.7 % (instead of 53.2% expected)
Cards it wins less with
- The Dominion Bracelet283 games · 43.5 % (instead of 50.5% expected)
Where it is played
B/G · 26 %B/U · 26 %
Played in 9.7% 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.




