Glimpse the Impossible
Common · Sorcery
6.0PlayableRank 109 of 302
57.7%Rank 64 of 298 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).
Good playable that always makes the cut (6.1/10).
Why. You exile the top three cards of your library and may play them this turn. Whatever you don't play goes to the graveyard, and you create a colorless 0/1 Eldrazi Spawn creature token for each card lost this way, so you always keep something.
Risks. The spell costs three mana, and you need more to play the exiled cards: early in the game you often play only one or two. You can still play only one land.
In the draft. A good red pick from the mid-game on, when you have spare mana. Add it without overdoing it.
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 16 of 80
- Red: rank 10 of 33
- Cost 3: rank 29 of 75
- Average pick: 7.6 (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.
splash
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 copy56.0 % · 101,156 games
- 2 copies57.2 % · 31,616 games
- 3 copies57.7 % · 5,882 games
- 4 copies or more61.1 % · 1,099 games
Win rate since the set came out (card in hand)
- First two weeks57.6 % · 36,208 games
- Next two weeks57.3 % · 19,771 games
- After that57.3 % · 7,314 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
- Estrid's Invocation176 games · 55.7 % (instead of 49.4% expected)
- Wirewood Symbiote248 games · 53.2 % (instead of 48.2% expected)
- Recruiter of the Guard697 games · 61.0 % (instead of 57.3% expected)
Cards it wins less with
- Strix Serenade199 games · 38.7 % (instead of 48.7% expected)
- Flare of Fortitude255 games · 47.5 % (instead of 54.1% expected)
Where it is played
G/R · 69 %R/U · 57 %
Played in 18% 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.




