Sphinx of Forgotten Lore
Mythic · Creature — Sphinx
7.0GoodRank 50 of 271
58.0%Rank 49 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 very good mythic of the format (7.0/10).
Why. A 3/3 flying creature with flash for four. Whenever it attacks, it gives flashback to an instant or sorcery in your graveyard at that card's mana cost: you replay your removal or card draw.
Risks. It needs two blue mana. With no instants or sorceries in the graveyard its ability does nothing, and it has to attack to trigger it.
In the draft. A good pick in blue, especially in a spell-rich deck. Flash lets you play it at the end of the opponent's turn.
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 : +5.9 win-rate points
Its place in the set
- Mythic: rank 12 of 20
- Blue: rank 10 of 44
- Cost 4: rank 8 of 44
- Average pick: 1.8 (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 % · 19,456 games
- 2 copies58.0 % · 326 games
Win rate since the set came out (card in hand)
- First two weeks57.3 % · 5,732 games
- Next two weeks58.8 % · 2,823 games
- After that55.6 % · 405 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 Beyond1,417 games · 54.7 % (instead of 52.3% expected)
- An Offer You Can't Refuse289 games · 50.5 % (instead of 48.3% expected)
- Abrade1,587 games · 57.9 % (instead of 55.8% expected)
- Seeker's Folly1,271 games · 56.8 % (instead of 54.7% expected)
Cards it wins less with
- Wary Thespian1,395 games · 51.3 % (instead of 54.4% expected)
- Soul-Shackled Zombie1,009 games · 51.8 % (instead of 54.3% expected)
- Treetop Snarespinner1,191 games · 51.8 % (instead of 53.7% 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.




