Malevolent Rumble
Common · Sorcery
7.4Very goodRank 34 of 302
60.4%Rank 19 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).
One of the best commons of the format (7.4/10).
Why. A two-mana sorcery that reveals the top four cards, lets you take a permanent into your hand and creates a 0/1 colourless Eldrazi Spawn creature token. It smooths your draws, helps hit land drops and ramps.
Risks. It puts nothing important on the board and mills the rest, so it can waste good cards. It depends on how many good permanents your deck has.
In the draft. A fair pick in green, more useful in a deck that can use the extra mana. Do not take it over your removal.
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 : +4.4 win-rate points
Its place in the set
- Common: rank 5 of 80
- Green: rank 6 of 32
- Cost 2: rank 12 of 86
- Average pick: 5.7 (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 copy56.0 % · 114,112 games
- 2 copies58.6 % · 45,203 games
- 3 copies60.1 % · 9,871 games
- 4 copies or more62.9 % · 1,732 games
Win rate since the set came out (card in hand)
- First two weeks60.1 % · 48,651 games
- Next two weeks59.3 % · 26,004 games
- After that61.1 % · 9,914 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
- K'rrik, Son of Yawgmoth294 games · 56.8 % (instead of 49.5% expected)
- Emerald Medallion298 games · 49.0 % (instead of 45.1% expected)
- Ripples of Undeath200 games · 52.0 % (instead of 48.1% expected)
Cards it wins less with
- Buried Alive265 games · 45.3 % (instead of 51.3% expected)
- Archway of Innovation236 games · 43.2 % (instead of 48.4% expected)
Where it is played
G/R · 69 %G/W · 60 %
Played in 22% 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.




