Multiply by Zero
Uncommon · Instant
6.4GoodRank 80 of 280
59.0%Rank 45 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).
Good playable that always makes the cut (6.4/10).
Why. A two-mana instant that sets a creature's base power and toughness to 0/0 until end of turn. Against a creature with no bonuses, it dies; in combat, it stops dealing damage.
Risks. Only the base becomes 0/0: counters and bonuses still count, so the creature may survive. The effect ends at end of turn.
In the draft. A cheap black removal spell to take fairly high. Save it for a creature with no counters or bonuses.
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 : +5.8 win-rate points
Its place in the set
- Uncommon: rank 18 of 109
- Black: rank 12 of 39
- Cost 2: rank 24 of 82
- Average pick: 2.9 (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 copy56.5 % · 35,423 games
- 2 copies58.0 % · 4,727 games
- 3 copies59.0 % · 317 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
- Garruk, Curse Breaker645 games · 63.6 % (instead of 60.6% expected)
- Cruel Calculations150 games · 53.3 % (instead of 50.5% expected)
- Theorist's Proxy1,793 games · 60.3 % (instead of 57.7% expected)
- Jace's Machinations1,916 games · 59.7 % (instead of 57.5% expected)
Cards it wins less with
- Hexhaven Invigorator201 games · 50.7 % (instead of 54.5% expected)
- Repurposed Enforcer840 games · 54.4 % (instead of 57.7% expected)
- Pompous Battlemage // Improvised Act574 games · 51.2 % (instead of 54.5% 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.




