Auron's Inspiration
Uncommon · Instant
4.8WeakRank 205 of 294
52.5%Rank 267 of 341 by win rate, card in hand · set average: 56.4%
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. An instant that gives all attacking creatures +2/+0, with Flashback for a second use. In a go-wide aggro deck it turns a combat into a lot of damage.
Risks. It also pumps the opponent's attackers if you cast it on defence. It does nothing without attackers, so if you do not attack the first cast is wasted (Flashback remains available).
In the draft. For very aggressive white decks with many small creatures only. Otherwise leave it in the sideboard; a late pick.
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 : -3.4 win-rate points
Its place in the set
- Uncommon: rank 77 of 110
- White: rank 36 of 43
- Cost 3: rank 42 of 67
- Average pick: 10.4 (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 copy55.1 % · 15,821 games
- 2 copies55.9 % · 624 games
Win rate since the set came out (card in hand)
- First two weeks52.0 % · 4,217 games
- Next two weeks53.9 % · 1,817 games
- After that55.5 % · 519 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
- Loporrit Scout873 games · 55.0 % (instead of 51.0% expected)
- Blitzball Shot1,187 games · 57.0 % (instead of 53.6% expected)
Cards it wins less with
- Machinist's Arsenal1,232 games · 53.2 % (instead of 56.4% expected)
- Ice Magic1,038 games · 52.7 % (instead of 55.9% 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.




