Seismic Rupture

Uncommon · Sorcery

Pick rating

4.8WeakRank 196 of 271

Observed strength

50.3%Rank 240 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).

A solid playable that rarely gets cut (4.8/10).

Why. A three-mana sorcery that deals 2 damage to each creature without flying. It sweeps small enemy creatures, and your own too.

Risks. It hits your own creatures, and does nothing against flyers. It is situational and unreliable.

In the draft. Take it late, for a deck with few ground creatures or with flyers. A sideboard-type choice.

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 game50.3 %(set average : 55.7 %)
Card in the opening hand47.0 %(set average : 54.8 %)
Card drawn during the game52.6 %(set average : 56.4 %)

Gap when it is drawn, against the games where it is not : -1.3 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)15.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 71 of 101
  • Red: rank 30 of 43
  • Cost 3: rank 50 of 69
  • Average pick: 10.6 (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.

6,179 games52.2 %(all pairs : 51.0 %)
1,052 games50.0 %(all pairs : 51.0 %)
918 games50.9 %(all pairs : 51.0 %)
507 games47.7 %(all pairs : 51.0 %)
182 games45.1 %(all pairs : 51.0 %)
158 games51.3 %(all pairs : 51.0 %)
126 games42.1 %(all pairs : 51.0 %)

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 hand53.3 %· 1,042 games
All players, card in hand50.1 %· 4,357 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)51.7 %(set average : 55.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)50.4 %(set average : 53.5 %)

Win rate by number of copies in the deck

  • 1 copy51.2 % · 8,831 games
  • 2 copies49.1 % · 784 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

Other cards of the same cost and colours

  • Fiery Annihilation

    20. Fiery Annihilation

    7.8
  • Slagstorm

    26. Slagstorm

    7.5
  • Alesha, Who Laughs at Fate

    29. Alesha, Who Laughs at Fate

    7.4
  • Electroduplicate

    91. Electroduplicate

    6.2

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.