Choco-Comet
Uncommon · Sorcery
8.0Very goodRank 19 of 294
61.0%Rank 22 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).
One of the very best uncommons of the format (8.0/10).
Why. A sorcery that deals X damage to any target and leaves you a 2/2 Bird creature token that gets +1/+0 until end of turn whenever a land enters under your control. A flexible removal or finisher that scales with the game, with a body attached.
Risks. It costs two more than the damage it deals, plus two red mana. Sorcery speed means no answer mid-combat.
In the draft. A red uncommon to take high in nearly any red deck. It replaces a removal and a body in a single card.
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 : +6.9 win-rate points
Its place in the set
- Uncommon: rank 3 of 110
- Red: rank 2 of 42
- Cost 2: rank 5 of 63
- Average pick: 3.0 (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.
splash
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 copy57.0 % · 72,442 games
- 2 copies59.4 % · 12,507 games
- 3 copies62.9 % · 1,389 games
- 4 copies or more65.9 % · 123 games
Win rate since the set came out (card in hand)
- First two weeks61.6 % · 21,902 games
- Next two weeks61.0 % · 14,378 games
- After that60.1 % · 4,628 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
- Elixir178 games · 57.9 % (instead of 49.6% expected)
- The Water Crystal236 games · 55.9 % (instead of 49.2% expected)
- Louisoix's Sacrifice205 games · 54.1 % (instead of 50.1% expected)
- Excalibur II155 games · 54.2 % (instead of 50.8% expected)
Where it is played
G/R · 38 %R/U · 37 %
Played in 11% of the decks of the set
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.




