Daydream
Uncommon · Sorcery
2.0WeakRank 250 of 266
48.8%Rank 309 of 319 by win rate, card in hand · set average: 56.3%
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).
Not good filler and often gets cut (2.0/10).
Why. A one-mana sorcery that exiles your creature and returns it with a +1/+1 counter, with flashback. It also replays an enters ability, and you can cast it twice.
Risks. A small bonus for one mana, and its value depends on your creatures. Without an enters ability to replay, the gain is too small.
In the draft. A late pick, for a white deck with creatures that have enters abilities. Otherwise, ignore it.
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 : -3.9 win-rate points
Its place in the set
- Uncommon: rank 95 of 100
- White: rank 31 of 32
- Cost 1: rank 24 of 26
- Average pick: 9.5 (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 copy51.8 % · 10,760 games
- 2 copies50.8 % · 490 games
Win rate since the set came out (card in hand)
- First two weeks50.3 % · 3,230 games
- Next two weeks48.3 % · 1,110 games
- After that46.4 % · 554 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
- Skycoach Waypoint472 games · 53.8 % (instead of 48.4% expected)
- Social Snub460 games · 53.3 % (instead of 48.9% expected)
- Moment of Reckoning825 games · 57.5 % (instead of 54.9% expected)
Cards it wins less with
- Potioner's Trove632 games · 45.6 % (instead of 50.8% expected)
- Sundown Pass595 games · 47.4 % (instead of 52.2% expected)
- Primary Research2,139 games · 49.7 % (instead of 52.4% 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.




