Divine Resilience
Uncommon · Instant
4.6WeakRank 203 of 271
50.7%Rank 237 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).
A solid playable that rarely gets cut (4.6/10).
Why. A one-mana instant that makes a creature indestructible for the turn. It blanks a destroy-based removal spell or wins a combat. Kicked, it protects your whole team against a sweeper or a big attack.
Risks. A reactive spell that does nothing alone. It does not stop exile, bounce, sacrifice or -X/-X effects, and the kicked version costs four mana in total.
In the draft. A late pick for a white deck full of creatures worth protecting. Do not take it over removal or good 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 : -2.0 win-rate points
Its place in the set
- Uncommon: rank 74 of 101
- White: rank 39 of 43
- Cost 1: rank 23 of 28
- Average pick: 8.9 (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 copy52.3 % · 20,599 games
- 2 copies48.8 % · 656 games
Win rate since the set came out (card in hand)
- First two weeks51.2 % · 5,809 games
- Next two weeks50.0 % · 2,448 games
- After that49.6 % · 379 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
- Adventuring Gear381 games · 50.9 % (instead of 46.5% expected)
- An Offer You Can't Refuse229 games · 49.8 % (instead of 45.7% expected)
- Run Away Together1,937 games · 51.8 % (instead of 48.9% expected)
- Swiftfoot Boots637 games · 48.8 % (instead of 45.9% expected)
Cards it wins less with
- Tolarian Terror1,160 games · 46.9 % (instead of 50.0% expected)
- Vampire Gourmand1,327 games · 50.8 % (instead of 53.3% expected)
- Gutless Plunderer1,340 games · 48.5 % (instead of 50.7% 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.




