Hidetsugu's Second Rite

Uncommon · Instant

Pick rating

6.8GoodRank 52 of 271

Observed strength

56.5%Rank 89 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 (6.8/10).

Why. A four-mana instant that deals 10 damage to the targeted player, but only if they have exactly 10 life. It is an extremely situational card.

Risks. It does nothing almost all the time. You need the opponent to land on exactly 10 life, which is rarely under your control.

In the draft. Do not play it in general: it is a weak draft card. Let it go by unless you are curious.

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.

Card in hand at some point in the game56.5 %(set average : 55.7 %)
Card in the opening hand53.3 %(set average : 54.8 %)
Card drawn during the game58.9 %(set average : 56.4 %)

Gap when it is drawn, against the games where it is not : +2.0 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)9.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 14 of 101
  • Red: rank 9 of 43
  • Cost 4: rank 9 of 44
  • Average pick: 11.0 (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.

2,728 games53.8 %(all pairs : 54.6 %)
2,000 games53.2 %(all pairs : 54.6 %)
1,612 games58.1 %(all pairs : 54.6 %)
735 games55.9 %(all pairs : 54.6 %)
362 games56.1 %(all pairs : 54.6 %)

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.

Strong players (diamond and mythic ranks), card in hand55.3 %· 645 games
All players, card in hand56.2 %· 3,215 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)56.4 %(set average : 55.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)52.8 %(set average : 53.5 %)

Win rate by number of copies in the deck

  • 1 copy54.5 % · 7,169 games
  • 2 copies55.1 % · 646 games

Win rate since the set came out (card in hand)

  • First two weeks56.7 % · 1,683 games
  • Next two weeks56.2 % · 1,325 games
  • After that52.7 % · 207 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

Cards it wins less with

Other cards of the same cost and colours

  • Ashroot Animist

    42. Ashroot Animist

    7.0
  • Battlesong Berserker

    53. Battlesong Berserker

    6.8
  • Heroic Reinforcements

    78. Heroic Reinforcements

    6.4
  • Krenko, Mob Boss

    121. Krenko, Mob Boss

    5.8

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.