Rise of the Dark Realms
Mythic · Sorcery
5.6PlayableRank 137 of 271
53.5%Rank 176 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 (5.6/10).
Why. Nine mana to put every creature card from every graveyard onto the battlefield under your control. When the board is clear and both graveyards are full, it swings the whole game.
Risks. Nine mana is huge; the game is often decided before you get there. It also needs full graveyards and does nothing if no creature has died.
In the draft. A niche finisher for a very slow control deck with lots of lands and card flow. One copy at most, and not before the middle of the pack.
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 : +3.8 win-rate points
Its place in the set
- Mythic: rank 16 of 20
- Black: rank 22 of 43
- Cost 9: rank 1 of 1
- Average pick: 5.2 (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 since the set came out (card in hand)
- First two weeks54.8 % · 2,013 games
- Next two weeks53.2 % · 1,080 games
- After that46.8 % · 139 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
- Inspiration from Beyond412 games · 58.0 % (instead of 49.3% expected)
- Micromancer852 games · 60.7 % (instead of 53.4% expected)
- Gleaming Barrier714 games · 52.8 % (instead of 46.2% expected)
- Affectionate Indrik392 games · 56.4 % (instead of 51.4% expected)
Cards it wins less with
- Beast-Kin Ranger553 games · 46.1 % (instead of 51.4% expected)
- Cat Collector523 games · 49.3 % (instead of 53.5% expected)
- Zul Ashur, Lich Lord532 games · 46.6 % (instead of 50.7% expected)
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.
