Seize the Spoils
Common · Sorcery
5.0PlayableRank 170 of 266
54.9%Rank 188 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 solid playable that rarely gets cut (5.1/10).
Why. You discard a card to draw two and create a Treasure token: a weak card or an extra land becomes two fresh cards and a one-shot mana. It smooths your hand for three mana.
Risks. It does nothing on the board and costs you a turn. With an empty hand or nothing worth discarding, it loses its point.
In the draft. A fair filler for red decks that already have enough creatures. Do not take it over your removal or your good threats.
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 : +3.0 win-rate points
Its place in the set
- Common: rank 38 of 86
- Red: rank 21 of 32
- Cost 3: rank 41 of 66
- Average pick: 8.9 (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.
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 copy54.1 % · 64,514 games
- 2 copies53.9 % · 9,935 games
- 3 copies53.7 % · 684 games
Win rate since the set came out (card in hand)
- First two weeks55.5 % · 18,671 games
- Next two weeks54.9 % · 11,532 games
- After that54.2 % · 7,303 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
- Prismari, the Inspiration2,961 games · 53.7 % (instead of 51.1% expected)
Cards it wins less with
- Borrowed Knowledge349 games · 41.8 % (instead of 46.7% expected)
Where it is played
R/W · 38 %R/U · 37 %
Played in 13% 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.




