Utter Insignificance
Common · Enchantment — Aura
5.0PlayableRank 205 of 302
54.7%Rank 170 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).
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana Aura with flash that strips all abilities from a creature and makes its base power and toughness 1/1. For three mana including a colorless one, it exiles the creature. It is flexible removal, even in response to an attack.
Risks. The creature stays on the battlefield until you pay for the exile, which needs colorless mana. Counters or bonuses already on the target survive the 1/1 base.
In the draft. A decent backup removal for blue. Take it when you are short on answers, after your better cards.
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 : +2.3 win-rate points
Its place in the set
- Common: rank 60 of 80
- Blue: rank 18 of 30
- Cost 2: rank 62 of 86
- Average pick: 8.7 (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 copy53.1 % · 79,877 games
- 2 copies53.4 % · 19,327 games
- 3 copies51.5 % · 2,049 games
- 4 copies or more50.4 % · 230 games
Win rate since the set came out (card in hand)
- First two weeks54.4 % · 28,583 games
- Next two weeks53.7 % · 14,451 games
- After that54.2 % · 5,743 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
- Necrodominance192 games · 51.0 % (instead of 45.4% expected)
- Archway of Innovation955 games · 48.3 % (instead of 44.5% expected)
Cards it wins less with
- Meteoric Mace630 games · 43.5 % (instead of 49.5% expected)
Where it is played
U/W · 44 %G/U · 41 %
Played in 14% 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.




