Rage into the Valley
Common · Sorcery
5.4PlayableRank 105 of 188
55.5%Rank 83 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).
A solid playable that rarely gets cut (5.4/10).
Why. A three-mana black sorcery that replaces itself: you draw a card and lose 1 life, then you create a 0/0 Goblin Army with two +1/+1 counters (or add two counters to the one you control). A card and a body in a single slot.
Risks. The body you get is a plain 2/2 and the spell is played at sorcery speed. It does not change the balance of power by itself, and losing life matters against an aggressive deck.
In the draft. A good black complement, especially in a deck that likes to accumulate cards. Take it mid-pack; the same Army grows with each new copy.
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 : -1.8 win-rate points
Its place in the set
- Common: rank 18 of 65
- Black: rank 23 of 27
- Cost 3: rank 31 of 46
- Average pick: 6.7 (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 copy56.8 % · 55,173 games
- 2 copies57.3 % · 24,751 games
- 3 copies57.3 % · 6,146 games
- 4 copies or more56.8 % · 1,268 games
Win rate since the set came out (card in hand)
- First two weeks56.3 % · 31,670 games
- Next two weeks55.4 % · 7,298 games
- After that55.1 % · 4,179 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
- Elrond, Moon-Reader226 games · 58.8 % (instead of 51.3% expected)
- Roll-Roll-Roll-Roll164 games · 50.0 % (instead of 47.0% expected)
- Old Fat Spider5,774 games · 56.1 % (instead of 54.6% expected)
- Riddles in the Dark341 games · 52.2 % (instead of 50.8% expected)
Cards it wins less with
- Ravenhill Flock832 games · 46.6 % (instead of 51.3% expected)
- Thranduil's Decree423 games · 45.9 % (instead of 50.5% expected)
- Lakeshore Apothecary5,031 games · 52.6 % (instead of 56.1% expected)
Where it is played
B/R · 70 %B/G · 61 %
Played in 27% 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.




