Inspiration from Beyond
Uncommon · Sorcery
5.8PlayableRank 120 of 271
53.4%Rank 179 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).
It wins less than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
Good playable that always makes the cut (5.8/10).
Why. It mills three cards then returns an instant or sorcery to your hand, and it can be cast again later with flashback. It gives value over time and helps reach Threshold.
Risks. Without good instants or sorceries in your graveyard it returns nothing. It does not affect the board, and the flashback cost is steep.
In the draft. Play it in a blue-black or blue-red deck full of spells. Otherwise let it go: it is a late addition at best.
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 : +1.8 win-rate points
Its place in the set
- Uncommon: rank 47 of 101
- Blue: rank 19 of 44
- Cost 3: rank 35 of 69
- Average pick: 9.7 (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 copy52.1 % · 21,267 games
- 2 copies52.5 % · 1,557 games
Win rate since the set came out (card in hand)
- First two weeks53.0 % · 7,470 games
- Next two weeks53.3 % · 2,687 games
- After that58.4 % · 387 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
- Rise of the Dark Realms412 games · 58.0 % (instead of 49.3% expected)
- Firespitter Whelp1,908 games · 53.6 % (instead of 49.9% expected)
- Blasphemous Edict1,819 games · 56.7 % (instead of 53.1% expected)
- Meteor Golem1,431 games · 54.1 % (instead of 51.1% expected)
Cards it wins less with
- An Offer You Can't Refuse420 games · 42.9 % (instead of 45.7% expected)
- Dazzling Angel1,162 games · 51.1 % (instead of 53.6% 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.




