Combat Tutorial
Common · Sorcery
6.6GoodRank 70 of 294
58.9%Rank 54 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 best commons of the format (6.6/10).
Why. Draw two cards for three mana, plus a +1/+1 counter on one of your creatures. A straightforward card-advantage sorcery that fits any blue deck.
Risks. It puts nothing on the battlefield the turn you cast it, and at three mana it costs you tempo. The counter only matters if you already control a creature.
In the draft. A good blue playable, taken after removal and quality creatures. Two or three copies are plenty in a control or tempo deck.
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 : +4.6 win-rate points
Its place in the set
- Common: rank 7 of 90
- Blue: rank 11 of 41
- Cost 3: rank 16 of 67
- Average pick: 5.7 (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 copy56.3 % · 145,428 games
- 2 copies57.5 % · 46,780 games
- 3 copies58.8 % · 6,775 games
- 4 copies or more59.7 % · 647 games
Win rate since the set came out (card in hand)
- First two weeks59.6 % · 52,664 games
- Next two weeks58.9 % · 37,148 games
- After that57.7 % · 11,727 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
- Elixir759 games · 51.0 % (instead of 48.8% expected)
- Zell Dincht1,770 games · 56.9 % (instead of 54.9% expected)
Cards it wins less with
- Unexpected Request571 games · 45.2 % (instead of 53.8% expected)
- Garnet, Princess of Alexandria1,417 games · 50.5 % (instead of 56.0% expected)
- Galuf's Final Act476 games · 45.0 % (instead of 50.1% expected)
Where it is played
R/U · 67 %G/U · 62 %
Played in 26% 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.




