Tidings of War
Common · Sorcery
5.8PlayableRank 87 of 188
55.2%Rank 90 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. A one-mana red sorcery that amasses Goblins 1: a Goblin Army with a +1/+1 counter. From the graveyard, the flashback for four mana, one of them red, amasses Goblins 3. Two uses from a single card: a small body early, a bigger threat later.
Risks. The first effect is tiny, and the Army is just one creature: if it dies, your counters go with it. The spell has no immediate effect on the opponent's board.
In the draft. Playable for a red deck looking for long-game value. Mid-pack pick, after the solid 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 : -1.3 win-rate points
Its place in the set
- Common: rank 11 of 65
- Red: rank 14 of 29
- Cost 1: rank 7 of 12
- Average pick: 8.1 (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 copy56.8 % · 38,542 games
- 2 copies56.9 % · 18,204 games
- 3 copies55.1 % · 3,890 games
- 4 copies or more55.5 % · 916 games
Win rate since the set came out (card in hand)
- First two weeks56.5 % · 23,010 games
- Next two weeks55.6 % · 5,093 games
- After that56.4 % · 3,241 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
- Supper for Spiders326 games · 49.4 % (instead of 46.5% expected)
- Key to the Side-Door726 games · 54.0 % (instead of 51.9% expected)
- My Precious // Allure of Power2,741 games · 53.6 % (instead of 52.3% expected)
- The Black Arrow2,143 games · 54.9 % (instead of 53.6% expected)
Cards it wins less with
- Moment of Glory889 games · 48.5 % (instead of 53.0% expected)
- Thorin's Last Stand748 games · 46.9 % (instead of 51.0% expected)
- Settle the Wreckage1,024 games · 53.9 % (instead of 56.7% expected)
Where it is played
B/R · 71 %R/W · 38 %
Played in 19% 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.

