Elixir
Uncommon · Artifact
2.0WeakRank 273 of 294
46.0%Rank 336 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).
Not good filler and often gets cut (2.0/10).
Why. A one-mana artifact that enters tapped. For five mana you exile it, shuffle every nonland card from your graveyard back into your library, and gain life equal to the number of cards shuffled in.
Risks. It is slow and does nothing to the board. It needs a full graveyard, which means you have already lost plenty of resources.
In the draft. Almost never main deck. Only a very slow control deck looking to stretch the game might consider it.
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 : -2.6 win-rate points
Its place in the set
- Uncommon: rank 105 of 110
- Colourless: rank 38 of 44
- Cost 1: rank 25 of 29
- Average pick: 12.0 (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.
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 since the set came out (card in hand)
- First two weeks46.3 % · 959 games
- Next two weeks45.1 % · 359 games
- After that44.5 % · 128 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
- PuPu UFO322 games · 56.5 % (instead of 46.2% expected)
- Jenova, Ancient Calamity216 games · 56.9 % (instead of 48.3% expected)
- Choco-Comet178 games · 57.9 % (instead of 49.6% expected)
- Balamb Garden, SeeD Academy // Balamb Garden, Airborne192 games · 56.3 % (instead of 48.3% expected)
Cards it wins less with
- Monk's Fist204 games · 40.2 % (instead of 47.9% expected)
- Slash of Light207 games · 41.5 % (instead of 48.8% expected)
- Magitek Infantry206 games · 42.7 % (instead of 49.7% 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.



