Stir Up Trouble
Common · Sorcery
5.8PlayableRank 83 of 188
56.0%Rank 71 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 (5.8/10).
Why. An unconditional one-mana black removal spell that destroys a creature, as long as you sacrifice an artifact or creature as an additional cost, or pay four more mana (five in total). A Treasure or a doomed creature is enough to pay the cost.
Risks. It is a sorcery, so no response in the middle of combat. At the reduced cost, you sacrifice a permanent. It does not hit an indestructible creature or one that can't be targeted.
In the draft. A good mid-pack pick for any black deck: removal is always useful. Take it ahead of most average 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 : -0.1 win-rate points
Its place in the set
- Common: rank 10 of 65
- Black: rank 19 of 27
- Cost 1: rank 6 of 12
- Average pick: 5.3 (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 copy56.6 % · 64,941 games
- 2 copies56.9 % · 28,308 games
- 3 copies56.6 % · 5,126 games
- 4 copies or more57.8 % · 509 games
Win rate since the set came out (card in hand)
- First two weeks57.0 % · 34,732 games
- Next two weeks57.4 % · 8,388 games
- After that56.2 % · 4,975 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
- Getaway Barrel171 games · 43.9 % (instead of 40.6% expected)
- Thorin, Mountain-king2,535 games · 61.7 % (instead of 59.1% expected)
- Elrond, Moon-Reader314 games · 52.5 % (instead of 51.0% expected)
- My Precious // Allure of Power4,593 games · 53.1 % (instead of 52.3% expected)
Cards it wins less with
- Roll-Roll-Roll-Roll221 games · 41.2 % (instead of 46.7% expected)
- Enchanted River's Grasp4,076 games · 50.7 % (instead of 54.7% expected)
- Ravenhill Flock984 games · 47.2 % (instead of 51.1% expected)
Where it is played
B/R · 69 %B/G · 68 %
Played in 30% 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.

