Reach the Horizon
Uncommon · Sorcery
4.1WeakRank 252 of 294
53.3%Rank 241 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).
A good playable, but is sometimes cut (4.1/10).
Why. A four-mana ramp sorcery that puts two basic lands or Town cards with different names onto the battlefield tapped. It accelerates toward your expensive cards and fixes colours.
Risks. It does nothing to the board at four mana. In a fast deck or one with no expensive cards, it is a lost turn.
In the draft. A good play in green with a high curve, or in a two-colour green deck for fixing. Otherwise a mid-pack pick.
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 : +1.3 win-rate points
Its place in the set
- Uncommon: rank 97 of 110
- Green: rank 32 of 41
- Cost 4: rank 44 of 51
- Average pick: 7.2 (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 copy53.0 % · 34,501 games
- 2 copies53.9 % · 2,614 games
Win rate since the set came out (card in hand)
- First two weeks54.0 % · 9,121 games
- Next two weeks53.5 % · 5,560 games
- After that53.6 % · 1,779 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
- Elixir207 games · 53.1 % (instead of 45.2% expected)
- Gogo, Master of Mimicry615 games · 53.8 % (instead of 49.7% expected)
- Adventurer's Inn3,786 games · 55.5 % (instead of 51.5% expected)
Cards it wins less with
- Sabotender2,002 games · 47.0 % (instead of 50.3% expected)
- Call the Mountain Chocobo4,312 games · 50.1 % (instead of 53.5% expected)
- Summon: Choco/Mog1,922 games · 49.4 % (instead of 52.4% expected)
Where it is played
G/U · 28 %
Played in 5.0% 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.




