Thunder Magic
Common · Instant
7.0GoodRank 51 of 294
58.4%Rank 73 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).
One of the best commons of the format (7.0/10).
Why. A flexible common removal: one red mana deals two damage, four mana deals four, and seven mana deals eight. You tune it to the threat and the stage of the game, at instant speed.
Risks. The cheap mode only kills small creatures, and the expensive modes take a lot of mana. It only hits creatures.
In the draft. A good pick for any red deck, ahead of most other commons. It stays useful from early game to late game.
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 : +3.7 win-rate points
Its place in the set
- Common: rank 3 of 90
- Red: rank 6 of 42
- Cost 1: rank 4 of 29
- Average pick: 3.7 (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.
splash
splash
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 copy55.9 % · 114,605 games
- 2 copies57.3 % · 42,751 games
- 3 copies58.3 % · 10,620 games
- 4 copies or more59.9 % · 2,150 games
Win rate since the set came out (card in hand)
- First two weeks58.8 % · 49,236 games
- Next two weeks58.6 % · 30,135 games
- After that57.9 % · 9,492 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 Water Crystal472 games · 52.1 % (instead of 48.2% expected)
- Aettir and Priwen389 games · 51.4 % (instead of 47.9% expected)
Cards it wins less with
- Absolute Virtue751 games · 51.0 % (instead of 55.4% expected)
Where it is played
R/U · 64 %B/R · 61 %
Played in 22% 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.




