Overwrite the Multiverse
Mythic · Sorcery
7.9Very goodRank 19 of 280
65.8%Rank 6 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).
One of the very best mythics of the format (7.9/10).
Why. A six mana sorcery that exiles all creatures, yours included, then empowers Jace X, X being the number of creatures exiled. After a crowded board it leaves you a Jace with plenty of loyalty.
Risks. It also exiles your own board, and its Jace effect is thin on an empty board. It needs two black mana and turn 6.
In the draft. A black control card to take fairly high. Play it in a deck with few creatures.
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 : +13.7 win-rate points
Its place in the set
- Mythic: rank 17 of 26
- Black: rank 2 of 39
- Cost 6: rank 4 of 11
- Average pick: 1.6 (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.
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 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
- Way of the Necromancer176 games · 57.4 % (instead of 51.9% expected)
- Transformative Commons932 games · 63.4 % (instead of 59.5% expected)
- Way of the Cryomancer529 games · 61.2 % (instead of 57.6% expected)
- Saheeli, Jewel of Avishkar495 games · 62.6 % (instead of 59.5% expected)
Cards it wins less with
- Stingerquill Voxmancer // Vicious Verse450 games · 51.8 % (instead of 57.1% expected)
- Sphinx of False Conclusions455 games · 58.9 % (instead of 63.8% expected)
- Heartstring Puller649 games · 54.1 % (instead of 58.9% 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.


