Pull from the Grave

Common · Sorcery

Pick rating

4.4WeakRank 212 of 266

Observed strength

52.7%Rank 252 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 (4.4/10).

Why. A sorcery that returns up to two creature cards from your graveyard to your hand and gains you 2 life. Useful in the midgame with clear card advantage.

Risks. It does nothing to the board the turn you cast it, and it gains you almost nothing with an empty graveyard. It is slow.

In the draft. A black playable for a grindy or control deck. Take it late.

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.

Card in hand at some point in the game52.7 %(set average : 56.3 %)
Card in the opening hand49.1 %(set average : 54.9 %)
Card drawn during the game55.0 %(set average : 57.2 %)

Gap when it is drawn, against the games where it is not : 0.0 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)30.0 %(set average : 63.0 %)

Its place in the set

  • Common: rank 60 of 86
  • Black: rank 26 of 34
  • Cost 3: rank 51 of 66
  • Average pick: 10.2 (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.

19,770 games53.9 %(all pairs : 53.5 %)
10,741 games54.1 %(all pairs : 53.5 %)
2,727 games51.2 %(all pairs : 53.5 %)
972 games49.3 %(all pairs : 53.5 %)
851 games46.1 %(all pairs : 53.5 %)
719 games56.7 %(all pairs : 53.5 %)

splash

613 games53.3 %(all pairs : 53.5 %)

splash

548 games54.7 %(all pairs : 53.5 %)

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.

Strong players (diamond and mythic ranks), card in hand51.8 %· 3,308 games
All players, card in hand52.8 %· 16,484 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)56.0 %(set average : 58.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)50.9 %(set average : 52.8 %)

Win rate by number of copies in the deck

  • 1 copy53.6 % · 37,586 games
  • 2 copies50.3 % · 1,308 games

Win rate since the set came out (card in hand)

  • First two weeks53.2 % · 9,224 games
  • Next two weeks51.7 % · 4,508 games
  • After that53.0 % · 2,752 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

Where it is played

B/G · 29 %

Played in 7.2% of the decks of the set

Other cards of the same cost and colours

  • Moseo, Vein's New Dean

    18. Moseo, Vein's New Dean

    7.9
  • Blech, Loafing Pest

    19. Blech, Loafing Pest

    7.8
  • Cauldron of Essence

    52. Cauldron of Essence

    6.8
  • Withering Curse

    59. Withering Curse

    6.6

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.