Pursue the Past
Common · Sorcery
6.7GoodRank 58 of 266
59.1%Rank 41 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).
One of the best commons of the format (6.7/10).
Why. A two-mana sorcery that gains 2 life, turns a dead card into two fresh ones, then comes back with flashback. The life gain also turns on Infusion.
Risks. It does nothing on the board and needs both red and white. Against an aggressive deck it slows your development.
In the draft. A solid common for red-white, especially with cards that need a life gain. Take it mid-pack.
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 : +3.1 win-rate points
Its place in the set
- Common: rank 2 of 86
- Multicolour: rank 20 of 77
- Cost 2: rank 14 of 69
- Average pick: 7.3 (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
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 copy56.9 % · 68,873 games
- 2 copies58.8 % · 31,186 games
- 3 copies60.1 % · 5,744 games
- 4 copies or more60.2 % · 651 games
Win rate since the set came out (card in hand)
- First two weeks60.4 % · 29,018 games
- Next two weeks59.1 % · 16,661 games
- After that57.1 % · 9,765 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 Waypoint960 games · 56.1 % (instead of 54.3% expected)
Cards it wins less with
- Silverquill, the Disputant818 games · 51.6 % (instead of 56.8% expected)
Where it is played
R/W · 72 %
Played in 19% 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.




