Static Snare
Uncommon · Enchantment
5.6PlayableRank 136 of 271
56.3%Rank 99 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 (5.6/10).
Why. A flash removal that exiles an opposing artifact or creature for as long as the enchantment stays. It costs one less per attacking creature, yours or your opponent's, so in the middle of combat it comes down very cheaply.
Risks. At full price it is five mana, which is steep for removal the opponent can undo by destroying the enchantment: the target then comes back.
In the draft. A fine uncommon removal spell, better in a deck that attacks or pushes the opponent to attack. Take it after your cheaper 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 : +1.5 win-rate points
Its place in the set
- Uncommon: rank 47 of 100
- White: rank 19 of 34
- Cost 5: rank 17 of 32
- Average pick: 3.0 (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 copy55.4 % · 52,189 games
- 2 copies55.7 % · 5,222 games
- 3 copies61.3 % · 269 games
Win rate since the set came out (card in hand)
- First two weeks56.8 % · 15,473 games
- Next two weeks56.6 % · 6,990 games
- After that54.0 % · 2,460 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
- Wild Ride3,218 games · 56.5 % (instead of 54.0% expected)
- Sidisi, Regent of the Mire1,011 games · 55.0 % (instead of 53.0% expected)
Cards it wins less with
- Hollowmurk Siege1,295 games · 49.1 % (instead of 53.6% expected)
- Stormscale Scion929 games · 50.2 % (instead of 53.9% 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.




