Desperate Measures
Uncommon · Instant
4.2WeakRank 225 of 271
52.5%Rank 226 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).
A good playable, but is sometimes cut (4.2/10).
Why. A one-mana instant that gives a creature +1/-1; if it dies under your control this turn, you draw two cards. It kills a creature with toughness 1, or turns one of your own into card advantage.
Risks. Highly situational: it kills little on its own and the creature has to die under your control. More often than not it rots in your hand.
In the draft. A niche card for a black deck that uses creature deaths. Do not take it before your good cards.
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 : -0.8 win-rate points
Its place in the set
- Uncommon: rank 84 of 100
- Black: rank 21 of 34
- Cost 1: rank 15 of 18
- Average pick: 9.1 (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 copy53.2 % · 17,154 games
- 2 copies54.7 % · 1,043 games
Win rate since the set came out (card in hand)
- First two weeks52.2 % · 5,200 games
- Next two weeks52.2 % · 1,607 games
- After that52.8 % · 629 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
- Wail of War1,977 games · 55.2 % (instead of 51.7% expected)
- Skirmish Rhino1,875 games · 55.1 % (instead of 51.8% expected)
- Hundred-Battle Veteran1,696 games · 53.3 % (instead of 50.3% expected)
- Voice of Victory1,679 games · 58.3 % (instead of 55.3% expected)
Cards it wins less with
- Seize Opportunity935 games · 48.7 % (instead of 52.8% expected)
- Rally the Monastery2,353 games · 51.9 % (instead of 55.2% expected)
- Thornwood Falls1,266 games · 50.3 % (instead of 53.5% 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.


