Sphinx of False Conclusions

Rare · Creature — Sphinx Illusion

Pick rating

7.4Very goodRank 32 of 280

Observed strength

64.2%Rank 10 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 very good rare of the format (7.4/10).

Why. A 4/2 with flash and flying: it ambushes an attacker or arrives at end of turn. Each attack lets it loot, and if it dies, a token copy stays. It is hard to remove for good.

Risks. With 2 toughness it falls in combat. The copy is a token: if it dies in turn, it does not replace itself.

In the draft. A very good pick in blue. Take it high: it is a quality threat and blocker.

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 game64.2 %(set average : 56.2 %)
Card in the opening hand64.8 %(set average : 54.8 %)
Card drawn during the game63.9 %(set average : 57.0 %)

Gap when it is drawn, against the games where it is not : +10.7 win-rate points

Its place in the set

  • Rare: rank 14 of 64
  • Blue: rank 6 of 39
  • Cost 4: rank 6 of 37
  • 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.

5,053 games60.7 %(all pairs : 59.9 %)
4,198 games62.3 %(all pairs : 59.9 %)
2,765 games59.1 %(all pairs : 59.9 %)
1,517 games59.3 %(all pairs : 59.9 %)
1,021 games61.4 %(all pairs : 59.9 %)
657 games58.0 %(all pairs : 59.9 %)
562 games59.3 %(all pairs : 59.9 %)
557 games55.1 %(all pairs : 59.9 %)

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 hand66.2 %· 1,216 games
All players, card in hand65.4 %· 9,217 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)62.5 %(set average : 57.7 %)
Games on the draw, so drawing from the first turn (the deck holds the card)57.4 %(set average : 53.1 %)

Win rate by number of copies in the deck

  • 1 copy59.9 % · 17,454 games
  • 2 copies62.4 % · 487 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

  • The Theorist, Jace Beleren

    2. The Theorist, Jace Beleren

    9.3
  • Denzilore Fatehold

    3. Denzilore Fatehold

    9.1
  • Null Summoner

    44. Null Summoner

    7.0
  • Desperate Futurescribe

    65. Desperate Futurescribe

    6.6

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.