Death to Our Enemies
Uncommon · Enchantment — Plan
3.4WeakRank 250 of 276
46.5%Rank 270 of 273 by win rate, card in hand · set average: 56.8%
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).
Filler card but sometimes gets cut (3.4/10).
Why. A Plan enchantment that makes a tapped Treasure token per noncreature spell and, on the fourth counter, deals 7 damage divided among one or two targets. It needs four noncreature spells.
Risks. It does nothing to the board until you cast four noncreature spells, and a normal deck doesn't have enough of them. It lets the opponent develop.
In the draft. Not a mid-pack pick. Consider it only in a spell-heavy deck packed with sorceries and instants.
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 : -3.4 win-rate points
Its place in the set
- Uncommon: rank 94 of 100
- Red: rank 31 of 37
- Cost 3: rank 75 of 80
- Average pick: 9.7 (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 copy49.3 % · 4,912 games
- 2 copies46.8 % · 868 games
- 3 copies51.9 % · 133 games
Win rate since the set came out (card in hand)
- First two weeks46.9 % · 1,954 games
- Next two weeks45.0 % · 718 games
- After that44.2 % · 129 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
- Hex Magic327 games · 50.2 % (instead of 40.9% expected)
- Alien Invasion454 games · 52.9 % (instead of 44.3% expected)
- Evil's Thrall359 games · 50.7 % (instead of 43.8% expected)
- The Vision472 games · 55.9 % (instead of 49.9% expected)
Cards it wins less with
- Wiccan, Rising Magician416 games · 44.0 % (instead of 48.9% expected)
- Super Suit480 games · 42.9 % (instead of 47.7% expected)
- Falcon's Wing Harness460 games · 45.4 % (instead of 49.3% expected)
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.




