Pursue the Past

Common · Sorcery

Pick rating

6.7GoodRank 58 of 266

Observed strength

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.

Card in hand at some point in the game59.1 %(set average : 56.3 %)
Card in the opening hand58.3 %(set average : 54.9 %)
Card drawn during the game59.6 %(set average : 57.2 %)

Gap when it is drawn, against the games where it is not : +3.1 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)71.0 %(set average : 63.0 %)

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.

78,715 games58.6 %(all pairs : 57.7 %)
11,519 games55.7 %(all pairs : 57.7 %)
5,461 games55.8 %(all pairs : 57.7 %)

splash

4,415 games51.4 %(all pairs : 57.7 %)
1,887 games55.8 %(all pairs : 57.7 %)

splash

1,432 games52.8 %(all pairs : 57.7 %)
546 games54.6 %(all pairs : 57.7 %)

splash

425 games57.2 %(all pairs : 57.7 %)

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 hand58.8 %· 14,588 games
All players, card in hand59.4 %· 55,444 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)60.2 %(set average : 58.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)55.1 %(set average : 52.8 %)

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

Cards it wins less with

Where it is played

R/W · 72 %

Played in 19% of the decks of the set

Other cards of the same cost and colours

  • Hardened Academic

    9. Hardened Academic

    8.6
  • Informed Inkwright

    11. Informed Inkwright

    8.4
  • Traumatic Critique

    21. Traumatic Critique

    7.7
  • Molten-Core Maestro

    26. Molten-Core Maestro

    7.5

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.