Visions of Villainy
Common · Instant
4.2WeakRank 234 of 276
53.5%Rank 191 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 (4.2/10).
Why. An instant that draws two cards for three mana, one less if you control a Villain. You lose two life, but the draw is fast and can be cast at the end of the opponent's turn.
Risks. It does nothing to the board, and the two life matters against an aggressive deck. Without a Villain it costs three mana.
In the draft. A fair draw spell for black decks with Villains. Not before removal or good creatures.
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 : +1.2 win-rate points
Its place in the set
- Common: rank 65 of 91
- Black: rank 34 of 39
- Cost 3: rank 68 of 80
- Average pick: 9.2 (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 copy53.3 % · 37,573 games
- 2 copies53.1 % · 6,682 games
- 3 copies49.9 % · 405 games
Win rate since the set came out (card in hand)
- First two weeks53.8 % · 14,771 games
- Next two weeks53.8 % · 6,054 games
- After that55.0 % · 796 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
- Wolverine, Fierce Fighter1,058 games · 61.2 % (instead of 55.4% expected)
- Claim the Kingdom938 games · 54.5 % (instead of 48.8% expected)
- Hex Magic227 games · 50.7 % (instead of 45.1% expected)
- Powerful Broker925 games · 55.7 % (instead of 51.0% expected)
Cards it wins less with
- The Mind Stone464 games · 46.3 % (instead of 51.8% expected)
- Shang-Chi, Master of Kung Fu277 games · 46.6 % (instead of 50.5% expected)
Where it is played
B/R · 63 %B/G · 51 %
Played in 12% 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.




