Felling Blow
Uncommon · Sorcery
7.0GoodRank 41 of 271
59.1%Rank 30 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 uncommon of the format (7.0/10).
Why. A three-mana removal: it puts a +1/+1 counter on your creature, then that creature deals damage equal to its power to an opposing creature. You improve your board and kill a target in a single spell.
Risks. It needs a creature of yours on the battlefield, and it is cast as a sorcery. If the opponent kills your creature in response, the target survives.
In the draft. A very good removal for any green deck, especially with big creatures. Take it without hesitation in green.
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 : +4.9 win-rate points
Its place in the set
- Uncommon: rank 11 of 101
- Green: rank 5 of 43
- Cost 3: rank 15 of 69
- Average pick: 4.0 (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 copy55.2 % · 58,619 games
- 2 copies57.5 % · 9,656 games
- 3 copies59.6 % · 893 games
Win rate since the set came out (card in hand)
- First two weeks58.1 % · 18,761 games
- Next two weeks60.0 % · 9,801 games
- After that58.3 % · 1,624 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
- Sower of Chaos3,580 games · 59.2 % (instead of 55.9% expected)
- Bulk Up648 games · 53.5 % (instead of 51.1% expected)
- Incinerating Blast4,497 games · 56.0 % (instead of 53.9% expected)
Cards it wins less with
- Hungry Ghoul5,795 games · 52.0 % (instead of 55.3% expected)
- Vampire Gourmand3,499 games · 53.6 % (instead of 56.8% expected)
- Tragic Banshee4,176 games · 53.5 % (instead of 56.5% expected)
Where it is played
G/R · 37 %G/W · 35 %
Played in 8.6% 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.




