Gathering of Darkness
Uncommon · Sorcery
5.6PlayableRank 92 of 188
54.8%Rank 97 of 179 by win rate, card in hand · set average: 56.5%
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 (5.6/10).
Why. A four-mana black sorcery that returns up to one creature card from your graveyard to your hand and amasses Goblins 3: you get a card back and put down a 3/3 Goblin Army.
Risks. It's slow and has no immediate effect on the board. Without a creature in the graveyard you only get the Army, little for four mana. A single removal spell on the Army erases much of the value.
In the draft. Playable in a black deck that loses its creatures along the way. A mid to 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.
Gap when it is drawn, against the games where it is not : -1.3 win-rate points
Its place in the set
- Uncommon: rank 34 of 55
- Black: rank 20 of 27
- Cost 4: rank 16 of 31
- Average pick: 5.1 (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.
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 copy56.2 % · 35,074 games
- 2 copies54.5 % · 4,077 games
- 3 copies57.4 % · 258 games
Win rate since the set came out (card in hand)
- First two weeks55.0 % · 12,453 games
- Next two weeks55.1 % · 2,764 games
- After that56.5 % · 1,552 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
- Inside Information1,211 games · 55.4 % (instead of 52.6% expected)
- Bejeweled Warg2,565 games · 59.3 % (instead of 57.0% expected)
- Radagast of Rhosgobel1,100 games · 55.2 % (instead of 52.9% expected)
- Old Fat Spider3,968 games · 55.9 % (instead of 53.7% expected)
Cards it wins less with
- Iron Hills Stalwart1,529 games · 50.7 % (instead of 53.8% expected)
- Gandalf, Goblins' Bane // Flameshape992 games · 52.7 % (instead of 55.8% expected)
- Glóin the Mighty // Easy Pickings4,355 games · 54.7 % (instead of 57.3% expected)
Where it is played
B/R · 37 %B/G · 26 %
Played in 12% of the decks of the set
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.



