Sidequest: Play Blitzball // World Champion, Celestial Weapon
Uncommon · Enchantment // Legendary Artifact — Equipment
1.8WeakRank 289 of 294
48.3%Rank 328 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 (1.8/10).
Why. A three-mana enchantment that gives a creature +2/+0 at the beginning of your combat. If a player takes six or more combat damage in a turn, it transforms into an Equipment granting +2/+0 and double strike, and attaches to one of your creatures.
Risks. It does nothing without a creature, and the transformation needs a big hit in a single turn. Against blockers it stays a small bonus.
In the draft. Playable filler in an aggressive red deck. Take it very late.
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 : -4.2 win-rate points
Its place in the set
- Uncommon: rank 110 of 110
- Red: rank 42 of 42
- Cost 3: rank 67 of 67
- 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 copy51.7 % · 10,083 games
- 2 copies50.9 % · 438 games
Win rate since the set came out (card in hand)
- First two weeks49.5 % · 2,833 games
- Next two weeks48.3 % · 1,067 games
- After that45.3 % · 360 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
- The Masamune324 games · 49.7 % (instead of 44.0% expected)
- Summon: Fenrir534 games · 58.4 % (instead of 53.2% expected)
- Self-Destruct989 games · 51.4 % (instead of 47.5% expected)
- Unexpected Request952 games · 52.6 % (instead of 48.8% expected)
Cards it wins less with
- Sorceress's Schemes677 games · 48.2 % (instead of 53.1% expected)
- Cornered by Black Mages853 games · 47.4 % (instead of 52.0% expected)
- Sephiroth's Intervention846 games · 48.8 % (instead of 52.0% 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.




