Midnight Snack
Uncommon · Enchantment
2.0WeakRank 260 of 271
47.9%Rank 262 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).
Not good filler and often gets cut (2.0/10).
Why. A three-mana enchantment that, through Raid, creates a Food token at the beginning of your end step if you attacked. You can sacrifice the enchantment (three mana with a black one) to make an opponent lose life equal to what you gained this turn.
Risks. It does nothing on the board and asks you to attack every turn. The final drain is slow and rarely decisive.
In the draft. A pick for aggressive white-black life gain decks. Otherwise it goes last.
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 : -1.9 win-rate points
Its place in the set
- Uncommon: rank 96 of 101
- Black: rank 41 of 43
- Cost 3: rank 65 of 69
- Average pick: 10.3 (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 copy49.9 % · 8,455 games
- 2 copies45.8 % · 561 games
Win rate since the set came out (card in hand)
- First two weeks49.3 % · 2,805 games
- Next two weeks47.5 % · 904 games
- After that42.8 % · 138 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
- Campus Guide812 games · 51.2 % (instead of 47.2% expected)
- Tranquil Cove688 games · 53.8 % (instead of 50.3% expected)
- Guarded Heir1,208 games · 54.1 % (instead of 50.6% expected)
- Exsanguinate866 games · 47.2 % (instead of 44.0% expected)
Cards it wins less with
- Painful Quandary310 games · 38.1 % (instead of 42.5% expected)
- Ravenous Amulet554 games · 44.4 % (instead of 47.8% expected)
- Vampire Gourmand1,940 games · 47.5 % (instead of 50.9% 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.




