Blasphemous Edict
Rare · Sorcery
7.6Very goodRank 22 of 271
59.4%Rank 24 of 274 by win rate, card in hand · set average: 55.7%
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).
One of the very best rares of the format (7.6/10).
Why. A five-mana sorcery that makes each player sacrifice thirteen creatures, which is almost a full sweeper. If there are thirteen or more creatures on the battlefield, you may pay a black mana instead. It resets the board when you are behind.
Risks. It hits your own creatures too, so it is poor in an aggressive deck. Five mana is a lot, and it is dead when you are ahead on board.
In the draft. An interesting pick for a black control deck. Avoid it in a deck full of creatures.
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 : +6.6 win-rate points
Its place in the set
- Rare: rank 14 of 60
- Black: rank 3 of 43
- Cost 5: rank 4 of 27
- Average pick: 2.4 (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 copy55.5 % · 43,113 games
- 2 copies56.8 % · 2,099 games
Win rate since the set came out (card in hand)
- First two weeks59.2 % · 12,608 games
- Next two weeks59.3 % · 6,647 games
- After that61.9 % · 1,054 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
- Painful Quandary702 games · 52.0 % (instead of 48.3% expected)
- Inspiration from Beyond1,819 games · 56.7 % (instead of 53.1% expected)
- Gleaming Barrier2,066 games · 52.9 % (instead of 50.0% expected)
- Kiora, the Rising Tide2,266 games · 59.8 % (instead of 57.1% expected)
Cards it wins less with
- Beast-Kin Ranger2,712 games · 50.9 % (instead of 55.2% expected)
- Bite Down3,195 games · 51.1 % (instead of 55.3% expected)
- Llanowar Elves3,247 games · 51.6 % (instead of 55.5% 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.




