Fix What's Broken
Rare · Sorcery
3.8WeakRank 238 of 266
46.4%Rank 314 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 good playable, but is sometimes cut (3.8/10).
Why. A mass reanimation sorcery: you pay X life, and every artifact and creature card with mana value X in your graveyard returns to the battlefield. If your graveyard holds several cards of the same mana value, the return can be huge.
Risks. You need to have already lost permanents of the right mana value, and the life payment hurts. In a normal game it often brings back a single creature for four mana.
In the draft. A highly specialised card, not a natural pick. Take it late, and only if you play many creatures at the same mana value.
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 : -5.1 win-rate points
Its place in the set
- Rare: rank 58 of 60
- Multicolour: rank 73 of 77
- Cost 4: rank 35 of 42
- Average pick: 7.8 (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 copy50.8 % · 3,800 games
- 2 copies47.2 % · 123 games
Win rate since the set came out (card in hand)
- First two weeks47.4 % · 1,113 games
- Next two weeks47.3 % · 319 games
- After that46.4 % · 194 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
- Silverquill, the Disputant239 games · 55.2 % (instead of 49.8% expected)
- Nita, Forum Conciliator574 games · 53.3 % (instead of 48.5% expected)
- Moseo, Vein's New Dean381 games · 56.7 % (instead of 52.7% expected)
- Shattered Sanctum489 games · 55.0 % (instead of 51.4% expected)
Cards it wins less with
- Group Project364 games · 44.2 % (instead of 53.0% expected)
- Primary Research427 games · 44.5 % (instead of 51.3% expected)
- Grapple with Death307 games · 43.6 % (instead of 50.0% 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.




