Haste Magic
Common · Instant
2.0WeakRank 278 of 294
50.3%Rank 312 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 two-mana instant: +3/+1 and haste on a creature, then you exile the top card of your library and may play it until your next end step. It is a small trick that sometimes replaces itself.
Risks. An offensive trick, so it is exposed to removal in response. The exiled card is lost if you cannot play it in time.
In the draft. Decent filler in an aggressive red deck. Take it late, after your creatures and removal.
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 : -0.9 win-rate points
Its place in the set
- Common: rank 86 of 90
- Red: rank 38 of 42
- Cost 2: rank 63 of 63
- Average pick: 11.9 (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 copy51.6 % · 14,164 games
- 2 copies49.2 % · 1,553 games
- 3 copies48.8 % · 125 games
Win rate since the set came out (card in hand)
- First two weeks51.1 % · 4,826 games
- Next two weeks49.1 % · 1,657 games
- After that50.1 % · 379 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
- Ambrosia Whiteheart1,234 games · 56.2 % (instead of 52.0% expected)
- Sidequest: Play Blitzball // World Champion, Celestial Weapon1,565 games · 50.9 % (instead of 47.2% expected)
- Zack Fair1,806 games · 56.0 % (instead of 52.8% expected)
Cards it wins less with
- Capital City970 games · 45.6 % (instead of 51.0% expected)
- Sorceress's Schemes1,399 games · 48.9 % (instead of 52.8% 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.




