Magic Damper
Common · Instant
6.0PlayableRank 111 of 294
55.9%Rank 152 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).
Good playable that always makes the cut (6.0/10).
Why. For one blue mana: +1/+1, hexproof and an untap, at instant speed. It saves a creature from targeted removal, or untaps an attacker so it can block.
Risks. It is a protection spell: no target, no value, and if the opponent responds by killing the creature you lose a card. It does nothing against effects that do not target.
In the draft. A fine include in blue-red decks with creatures worth protecting. Do not take it over real threats or 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 : +2.5 win-rate points
Its place in the set
- Common: rank 18 of 90
- Blue: rank 19 of 41
- Cost 1: rank 11 of 29
- Average pick: 10.5 (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 copy55.3 % · 60,210 games
- 2 copies53.3 % · 3,793 games
- 3 copies49.3 % · 150 games
Win rate since the set came out (card in hand)
- First two weeks56.0 % · 14,938 games
- Next two weeks57.2 % · 10,658 games
- After that56.2 % · 3,674 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
- Triple Triad658 games · 56.8 % (instead of 51.6% expected)
- Zell Dincht785 games · 57.8 % (instead of 53.4% expected)
Cards it wins less with
- Weapons Vendor3,452 games · 52.3 % (instead of 56.2% expected)
- Instant Ramen2,170 games · 48.8 % (instead of 52.6% expected)
- Fate of the Sun-Cryst4,193 games · 50.7 % (instead of 54.5% expected)
Where it is played
R/U · 30 %
Played in 8.5% 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.




