Self-Reflection
Uncommon · Sorcery
5.6PlayableRank 139 of 271
54.8%Rank 138 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. It creates a token copy of one of your creatures, then comes back from the graveyard with flashback for four mana. Two copies of a good creature is a lot of value over a long game.
Risks. Six mana for a sorcery that does nothing alone: you need a creature to copy, and if it dies in response the spell is lost. Very slow.
In the draft. Only for a blue control deck with strong creatures that do something when they enter. A mid-to-late pack pick, never a priority.
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 : +2.4 win-rate points
Its place in the set
- Uncommon: rank 51 of 101
- Blue: rank 23 of 44
- Cost 6: rank 7 of 18
- Average pick: 9.7 (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 copy53.1 % · 19,423 games
- 2 copies51.3 % · 896 games
Win rate since the set came out (card in hand)
- First two weeks53.6 % · 5,545 games
- Next two weeks55.8 % · 3,099 games
- After that56.5 % · 423 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
- Seismic Rupture650 games · 54.3 % (instead of 49.5% expected)
- Abyssal Harvester1,035 games · 56.3 % (instead of 52.6% expected)
- Rite of the Dragoncaller448 games · 53.1 % (instead of 49.5% expected)
- Zombify1,395 games · 53.0 % (instead of 50.3% expected)
Cards it wins less with
- An Offer You Can't Refuse409 games · 42.1 % (instead of 46.6% expected)
- Llanowar Elves1,058 games · 49.1 % (instead of 53.0% expected)
- Bite Down1,053 games · 49.8 % (instead of 52.8% 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.




