Fresh Start
Uncommon · Enchantment — Aura
5.8PlayableRank 113 of 271
57.1%Rank 76 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 (5.8/10).
Why. A two-mana Aura with flash: the enchanted creature gets -5/-0 and loses all abilities. It neutralizes nearly any threat without killing it, even mid-combat thanks to flash.
Risks. The creature stays on the battlefield and can still block. Anything that removes the Aura frees it, and you do not gain a card.
In the draft. A good blue answer, close to a removal. Take it early in a blue deck, ahead of unremarkable creatures.
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 : +3.9 win-rate points
Its place in the set
- Uncommon: rank 33 of 100
- Blue: rank 13 of 34
- Cost 2: rank 29 of 65
- Average pick: 5.0 (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 % · 62,070 games
- 2 copies56.2 % · 8,738 games
- 3 copies54.0 % · 729 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 21,483 games
- Next two weeks57.6 % · 9,982 games
- After that58.2 % · 3,589 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
- Nature's Rhythm378 games · 56.3 % (instead of 52.2% expected)
- Corroding Dragonstorm1,278 games · 54.3 % (instead of 51.3% expected)
Cards it wins less with
- Stalwart Successor1,551 games · 49.7 % (instead of 53.9% expected)
- Sidisi, Regent of the Mire548 games · 49.3 % (instead of 53.4% expected)
- Shock Brigade3,753 games · 53.0 % (instead of 56.9% expected)
Where it is played
R/U · 28 %
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.




