Practiced Offense
Rare · Sorcery
9.4BombRank 1 of 266
64.7%Rank 2 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).
The best card of the set (9.4/10).
Why. A three-mana sorcery that puts a +1/+1 counter on each creature a target player controls (you, usually), then gives one creature double strike or lifelink for the turn. With flashback you get two mass effects out of one card, which makes this one of the best cards in the set.
Risks. It does nothing without creatures on the battlefield, and the creature you pick can be removed in response. A deck light on bodies leaves it stranded in hand.
In the draft. Take it very highly in a white deck full of creatures, especially an aggressive one. Look for cheap creatures and a smooth curve so both casts get full 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 : +9.8 win-rate points
Its place in the set
- Rare: rank 1 of 60
- White: rank 1 of 32
- Cost 3: rank 1 of 66
- Average pick: 1.7 (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
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 copy59.5 % · 34,965 games
- 2 copies62.8 % · 1,488 games
Win rate since the set came out (card in hand)
- First two weeks65.7 % · 8,980 games
- Next two weeks64.7 % · 4,558 games
- After that64.2 % · 2,837 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
- Ral Zarek, Guest Lecturer540 games · 60.6 % (instead of 57.7% expected)
- Grave Researcher // Reanimate1,368 games · 62.4 % (instead of 59.6% expected)
- Skycoach Waypoint507 games · 58.8 % (instead of 56.2% expected)
Cards it wins less with
- Potioner's Trove3,591 games · 53.4 % (instead of 58.6% expected)
- Paradox Gardens2,346 games · 54.5 % (instead of 58.6% 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.




