Charge the Sanctum
Common · Instant
2.0WeakRank 258 of 280
50.4%Rank 247 of 271 by win rate, card in hand · set average: 56.2%
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 three-mana instant payable with red or white, with two modes: +2/+0 to all your creatures until end of turn, or +2/+0, first strike and a +1/+1 counter on a single creature. The second mode leaves a permanent bonus.
Risks. It is a combat trick that does nothing without creatures. A removal spell in response costs you a card and a turn of mana.
In the draft. A mediocre playable in an aggressive red-white deck. Take it late, after your creatures and removal.
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
- Common: rank 77 of 81
- Multicolour: rank 52 of 54
- Cost 3: rank 69 of 73
- Average pick: 11.6 (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
splash
splash
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 copy51.0 % · 7,416 games
- 2 copies49.8 % · 554 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
- Hexhaven Dueling Arena275 games · 54.5 % (instead of 46.3% expected)
- Inspired Tethermage423 games · 54.1 % (instead of 48.7% expected)
- Meticulous Commons513 games · 55.2 % (instead of 50.3% expected)
- Yuriko, Blade of the Mighty911 games · 53.0 % (instead of 48.1% expected)
Cards it wins less with
- Traxos, Academy Guardian525 games · 42.1 % (instead of 50.5% expected)
- Plan for All Outcomes466 games · 45.7 % (instead of 52.6% expected)
- Vinelasher Adept497 games · 46.1 % (instead of 50.8% 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.




