Self-Destruct
Uncommon · Instant
3.8WeakRank 263 of 294
50.6%Rank 310 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 (3.8/10).
Why. A two-mana instant: one of your creatures deals damage equal to its power to a target and takes the same damage itself. Removal when you have a creature to spare.
Risks. It often costs you a creature, so it is a bad two-for-one. With no good creature in play it is dead.
In the draft. A limited playable in red, better in a deck with high-toughness creatures. A late-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 : -0.8 win-rate points
Its place in the set
- Uncommon: rank 102 of 110
- Red: rank 35 of 42
- Cost 2: rank 58 of 63
- Average pick: 10.4 (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 copy51.5 % · 10,365 games
- 2 copies53.0 % · 821 games
Win rate since the set came out (card in hand)
- First two weeks51.1 % · 2,671 games
- Next two weeks51.6 % · 1,526 games
- After that52.2 % · 563 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
- Relm's Sketching650 games · 56.8 % (instead of 50.4% expected)
- Lindblum, Industrial Regency // Mage Siege813 games · 55.4 % (instead of 50.2% expected)
- Reno and Rude643 games · 55.1 % (instead of 50.2% expected)
Cards it wins less with
- Zidane, Tantalus Thief1,608 games · 50.3 % (instead of 52.6% expected)
- Syncopate1,345 games · 49.7 % (instead of 51.9% expected)
- White Auracite1,353 games · 50.9 % (instead of 53.0% 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.




