Duty Beyond Death
Uncommon · Instant
6.0PlayableRank 103 of 271
55.6%Rank 123 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).
Good playable that always makes the cut (6.0/10).
Why. A two-mana combat trick: you sacrifice a creature, then all your others gain indestructible this turn and a +1/+1 counter each. Mid-combat, you can sacrifice a creature that was about to die and swing the board.
Risks. It costs a creature, so you need one to lose. With only a couple of creatures out it does little. It does not stop exile or forced sacrifice.
In the draft. Best in an aggressive deck with lots of small creatures or tokens. A mid-pack pick rather than a first choice.
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 : -0.9 win-rate points
Its place in the set
- Uncommon: rank 28 of 100
- White: rank 15 of 34
- Cost 2: rank 25 of 65
- Average pick: 5.7 (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 copy55.7 % · 39,412 games
- 2 copies58.4 % · 3,598 games
- 3 copies56.9 % · 181 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 9,732 games
- Next two weeks55.9 % · 5,639 games
- After that55.9 % · 2,045 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
- Summit Intimidator3,749 games · 56.1 % (instead of 54.0% expected)
- Wild Ride3,505 games · 56.6 % (instead of 54.5% expected)
- Cori Mountain Monastery3,086 games · 60.0 % (instead of 58.3% expected)
Cards it wins less with
- Yathan Roadwatcher927 games · 50.8 % (instead of 56.0% expected)
- Blossoming Sands3,487 games · 50.3 % (instead of 54.9% expected)
- Delta Bloodflies1,420 games · 48.9 % (instead of 53.2% expected)
Where it is played
R/W · 31 %B/W · 29 %
Played in 7.7% 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.




