Rise of the Dark Realms

Mythic · Sorcery

Pick rating

5.6PlayableRank 137 of 271

Observed strength

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.

Card in hand at some point in the game53.5 %(set average : 55.7 %)
Card in the opening hand47.5 %(set average : 54.8 %)
Card drawn during the game57.1 %(set average : 56.4 %)

Gap when it is drawn, against the games where it is not : +3.8 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)46.0 %(set average : 61.0 %)

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.

2,343 games53.4 %(all pairs : 51.7 %)
1,778 games51.5 %(all pairs : 51.7 %)
1,266 games49.7 %(all pairs : 51.7 %)
918 games51.1 %(all pairs : 51.7 %)
275 games56.0 %(all pairs : 51.7 %)
174 games53.4 %(all pairs : 51.7 %)
138 games46.4 %(all pairs : 51.7 %)

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 %· 687 games
All players, card in hand54.0 %· 3,232 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)52.2 %(set average : 55.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)51.1 %(set average : 53.5 %)

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

Cards it wins less with

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.