Predictive Preparations

Common · Sorcery

Pick rating

4.4WeakRank 224 of 280

Observed strength

48.9%Rank 262 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).

A good playable, but is sometimes cut (4.4/10).

Why. A two-mana sorcery that puts a +1/+1 counter on each of one or two target creatures, then comes back with flashback for four mana. The counters stay, giving a little value.

Risks. It does nothing without creatures, and the counters are lost if the target is killed in response. It's slow.

In the draft. Avoid, except to fill out a white deck with plenty of creatures. Very late pick.

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.

Card in hand at some point in the game48.9 %(set average : 56.2 %)
Card in the opening hand47.8 %(set average : 54.8 %)
Card drawn during the game49.6 %(set average : 57.0 %)

Gap when it is drawn, against the games where it is not : -3.9 win-rate points

Its place in the set

  • Common: rank 51 of 81
  • White: rank 28 of 39
  • Cost 2: rank 70 of 82
  • Average pick: 11.1 (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.

3,368 games53.1 %(all pairs : 51.9 %)
2,528 games53.4 %(all pairs : 51.9 %)
2,385 games52.0 %(all pairs : 51.9 %)
1,266 games50.5 %(all pairs : 51.9 %)
331 games57.4 %(all pairs : 51.9 %)
210 games43.3 %(all pairs : 51.9 %)
184 games39.7 %(all pairs : 51.9 %)
151 games41.1 %(all pairs : 51.9 %)

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.

Strong players (diamond and mythic ranks), card in hand52.2 %· 335 games
All players, card in hand49.6 %· 4,894 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)54.0 %(set average : 57.7 %)
Games on the draw, so drawing from the first turn (the deck holds the card)49.9 %(set average : 53.1 %)

Win rate by number of copies in the deck

  • 1 copy52.4 % · 9,326 games
  • 2 copies49.7 % · 1,416 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

Cards it wins less with

Other cards of the same cost and colours

  • Enlightened Confidant

    25. Enlightened Confidant

    7.6
  • Proctor of Potential

    31. Proctor of Potential

    7.4
  • Solitary Cell

    40. Solitary Cell

    7.2
  • Gideon's Memorial

    43. Gideon's Memorial

    7.0

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.