Focus the Mind
Common · Instant
4.2WeakRank 226 of 271
55.3%Rank 140 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).
It wins more than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
A good playable, but is sometimes cut (4.2/10).
Why. An instant that draws three cards then discards one, costing two less if you have already cast another spell this turn. It refills your hand and works well with Flurry.
Risks. Five mana with no other spell that turn is slow and does nothing on the board. It is a value spell that does not help when you are under pressure.
In the draft. A good card engine for a blue deck that often casts two spells a turn. A mid-pack pick, but not above your removal.
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 : +3.1 win-rate points
Its place in the set
- Common: rank 64 of 91
- Blue: rank 28 of 34
- Cost 5: rank 27 of 32
- Average pick: 8.6 (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 % · 95,569 games
- 2 copies53.9 % · 13,779 games
- 3 copies50.4 % · 748 games
Win rate since the set came out (card in hand)
- First two weeks55.6 % · 31,885 games
- Next two weeks54.8 % · 14,535 games
- After that55.7 % · 5,371 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
- Encroaching Dragonstorm8,439 games · 54.0 % (instead of 52.3% expected)
- Glacierwood Siege2,720 games · 49.3 % (instead of 47.7% expected)
- Maelstrom of the Spirit Dragon2,826 games · 55.0 % (instead of 53.5% expected)
Cards it wins less with
- Fire-Rim Form1,179 games · 48.1 % (instead of 53.8% expected)
- Lightfoot Technique1,654 games · 48.7 % (instead of 53.0% expected)
- Frontline Rush3,706 games · 52.4 % (instead of 56.2% expected)
Where it is played
R/U · 52 %U/W · 50 %
Played in 20% 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.




