Seize Opportunity
Common · Instant
4.0WeakRank 237 of 271
51.8%Rank 243 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 (4.0/10).
Why. A flexible instant: either exile the top two cards of your library to play until the end of your next turn, or give two creatures +2/+1 for a combat. In an aggressive red deck the combat mode can swing a fight.
Risks. The card mode only pays off if you can play those cards in time, or they are lost. The combat mode does nothing without creatures.
In the draft. A decent include, never a priority. It plays best in creature-heavy red-white decks, but find creatures and removal first.
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 : -3.5 win-rate points
Its place in the set
- Common: rank 72 of 91
- Red: rank 31 of 34
- Cost 3: rank 54 of 60
- Average pick: 11.3 (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 copy54.7 % · 26,128 games
- 2 copies53.1 % · 2,740 games
- 3 copies53.6 % · 220 games
Win rate since the set came out (card in hand)
- First two weeks52.7 % · 6,623 games
- Next two weeks52.8 % · 3,879 games
- After that51.8 % · 1,509 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
- Neriv, Heart of the Storm833 games · 57.1 % (instead of 54.7% expected)
- Alesha's Legacy986 games · 53.1 % (instead of 50.9% expected)
- Mardu Siegebreaker1,977 games · 55.6 % (instead of 53.9% expected)
- Arashin Sunshield1,895 games · 54.6 % (instead of 52.9% expected)
Cards it wins less with
- Glacial Dragonhunt1,733 games · 50.9 % (instead of 55.9% expected)
- Dirgur Island Dragon // Skimming Strike2,010 games · 49.5 % (instead of 53.8% expected)
- Wingspan Stride442 games · 44.8 % (instead of 49.1% expected)
Where it is played
R/W · 27 %
Played in 5.4% 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.




