Corroding Dragonstorm
Uncommon · Enchantment
1.4WeakRank 269 of 271
49.6%Rank 267 of 274 by win rate, card in hand · set average: 56.0%
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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. For two mana you drain 2 and surveil 2. It is a small bit of value with no effect on the battlefield. When a Dragon you control enters, the enchantment goes back to your hand so you can reuse it.
Risks. It does nothing for your board and costs you tempo when you are under pressure. Without enough Dragons, the return-to-hand clause almost never happens.
In the draft. Filler. Only play it in a deck with several Dragons, as a last-slot card. Take any creature or removal over it.
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 : -0.3 win-rate points
Its place in the set
- Uncommon: rank 98 of 100
- Black: rank 33 of 34
- Cost 2: rank 64 of 65
- Average pick: 8.7 (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.
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 copy50.9 % · 13,006 games
- 2 copies48.2 % · 1,737 games
- 3 copies48.9 % · 176 games
Win rate since the set came out (card in hand)
- First two weeks51.5 % · 4,693 games
- Next two weeks48.7 % · 1,704 games
- After that49.5 % · 660 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
- Call the Spirit Dragons455 games · 49.0 % (instead of 43.2% expected)
- Teval, Arbiter of Virtue903 games · 56.9 % (instead of 51.5% expected)
- Lotuslight Dancers828 games · 54.3 % (instead of 50.2% expected)
- Host of the Hereafter1,326 games · 52.7 % (instead of 48.7% expected)
Cards it wins less with
- Sunpearl Kirin858 games · 47.3 % (instead of 51.6% expected)
- Stormplain Detainment2,633 games · 46.6 % (instead of 50.6% expected)
- Krotiq Nestguard765 games · 43.5 % (instead of 47.1% 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.




