End of the Hunt
Uncommon · Sorcery
7.2Very goodRank 37 of 266
58.3%Rank 66 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).
A solid uncommon of the format (7.2/10).
Why. For two mana, your opponent must exile their creature or planeswalker with the highest mana value. It does not target, so it gets around hexproof and ward, and it usually hits their best threat.
Risks. Ties are the opponent's choice, and against a board of small creatures you only remove an average card. It is a sorcery, so it cannot answer what comes later.
In the draft. A very good cheap removal for black, worth taking fairly high. The more big targets the opponent has, the better it gets.
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 : +3.7 win-rate points
Its place in the set
- Uncommon: rank 6 of 100
- Black: rank 5 of 34
- Cost 2: rank 11 of 69
- Average pick: 4.0 (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.
splash
splash
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 copy56.6 % · 48,780 games
- 2 copies57.4 % · 6,111 games
- 3 copies59.8 % · 508 games
Win rate since the set came out (card in hand)
- First two weeks59.6 % · 13,819 games
- Next two weeks57.3 % · 7,399 games
- After that58.3 % · 4,238 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
- Emeritus of Abundance // Regrowth1,586 games · 60.5 % (instead of 57.0% expected)
Cards it wins less with
- Fields of Strife5,812 games · 54.4 % (instead of 57.5% expected)
- Harsh Annotation789 games · 50.4 % (instead of 53.4% expected)
- Ascendant Dustspeaker4,583 games · 54.8 % (instead of 57.8% expected)
Where it is played
B/U · 39 %B/W · 26 %
Played in 10% 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.




