Refute
Common · Instant
6.5GoodRank 73 of 271
58.2%Rank 47 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).
Good playable that always makes the cut (6.5/10).
Why. A clean counterspell: it stops any spell, then you draw and discard to smooth your hand. Even a one-for-one trade leaves you slightly ahead.
Risks. It asks you to hold up three mana, so you do nothing on your own turn. Against an opponent who casts few key spells it can rot in your hand.
In the draft. Fine in a patient blue deck with defensive creatures. Don't take it over good removal or threats.
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 : +4.2 win-rate points
Its place in the set
- Common: rank 5 of 90
- Blue: rank 11 of 44
- Cost 3: rank 23 of 69
- Average pick: 6.9 (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 copy54.6 % · 106,070 games
- 2 copies55.9 % · 47,339 games
- 3 copies58.3 % · 10,903 games
- 4 copies or more57.6 % · 2,128 games
Win rate since the set came out (card in hand)
- First two weeks57.6 % · 54,708 games
- Next two weeks57.6 % · 32,085 games
- After that57.1 % · 4,879 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 Realms1,468 games · 54.5 % (instead of 52.3% expected)
- Herald of Eternal Dawn2,538 games · 58.4 % (instead of 56.2% expected)
- Seismic Rupture3,695 games · 53.5 % (instead of 51.7% expected)
Cards it wins less with
- Genesis Wave289 games · 45.7 % (instead of 51.5% expected)
- Adventuring Gear412 games · 44.2 % (instead of 49.6% expected)
Where it is played
B/U · 75 %R/U · 75 %
Played in 21% 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.




