Random Encounter
Uncommon · Sorcery
2.0WeakRank 283 of 294
48.7%Rank 325 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 six-mana sorcery that shuffles, mills four, and puts the milled creature cards onto the battlefield with haste before they return to hand at end of turn. It can produce a big attack, but it is random. Its Flashback lets you do it a second time for eight mana.
Risks. The result depends on your library: few creatures, little effect. The creatures go back to hand, so nothing stays, and it is expensive.
In the draft. Avoid it unless you are a red-green deck packed with expensive creatures. Even then it is a last choice.
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 : -0.5 win-rate points
Its place in the set
- Uncommon: rank 108 of 110
- Red: rank 39 of 42
- Cost 6: rank 17 of 17
- 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 copy49.7 % · 2,030 games
- 2 copies45.2 % · 239 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
- Terra, Magical Adept // Esper Terra160 games · 56.3 % (instead of 46.4% expected)
- Garland, Knight of Cornelia // Chaos, the Endless189 games · 56.6 % (instead of 48.1% expected)
- Namazu Trader198 games · 54.0 % (instead of 47.9% expected)
Cards it wins less with
- Joshua, Phoenix's Dominant // Phoenix, Warden of Fire157 games · 41.4 % (instead of 48.9% expected)
- Blazing Bomb347 games · 45.0 % (instead of 49.9% expected)
- The Emperor of Palamecia // The Lord Master of Hell222 games · 45.5 % (instead of 50.2% 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.




