Hex Magic
Uncommon · Sorcery — Arcane
3.8WeakRank 247 of 276
45.6%Rank 273 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).
A good playable, but is sometimes cut (3.8/10).
Why. A sorcery that exiles your hand, draws that many cards, and lets you play the exiled cards until the end of your next turn. With a hand of cheap spells it digs for more; in practice you rarely have the mana to play everything.
Risks. Exiled cards you can't play in time are lost, and you only play one land per turn. You spend three mana and a turn on a hand you can't spend: very weak in draft.
In the draft. Leave it in the pack. Only play it in a deck so unusual that you know exactly why.
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 : -5.0 win-rate points
Its place in the set
- Uncommon: rank 93 of 100
- Red: rank 30 of 37
- Cost 3: rank 73 of 80
- Average pick: 11.6 (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.
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 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
- The Masters of Evil150 games · 55.3 % (instead of 44.6% expected)
- Death to Our Enemies327 games · 50.2 % (instead of 40.9% expected)
- Vision of Love453 games · 50.8 % (instead of 42.6% expected)
- The Super Hero Civil War246 games · 60.6 % (instead of 52.6% expected)
Cards it wins less with
- Aerial Doombot152 games · 40.1 % (instead of 48.5% expected)
- S.H.I.E.L.D. Spy Kit162 games · 41.4 % (instead of 49.5% expected)
- A.I.M. Synthoids256 games · 39.1 % (instead of 45.2% 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.




