Unending Whisper
Common · Sorcery
5.6PlayableRank 139 of 271
56.5%Rank 92 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 one-mana sorcery that draws a card, then comes back from the graveyard with Harmonize to draw again. Two cards for the price of one spell, with a cost that drops if a big creature is willing to tap.
Risks. It is a cantrip with no board impact, which slows a deck that needs to push the pace. The second use is slower than it looks if your creatures are small.
In the draft. A respectable filler for a tempo or control blue deck. Take it after your threats and removal, as one of the last pieces of the curve.
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 : +3.2 win-rate points
Its place in the set
- Common: rank 19 of 91
- Blue: rank 15 of 34
- Cost 1: rank 11 of 18
- Average pick: 8.8 (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 copy54.9 % · 78,940 games
- 2 copies56.4 % · 18,233 games
- 3 copies53.8 % · 2,314 games
- 4 copies or more55.5 % · 357 games
Win rate since the set came out (card in hand)
- First two weeks57.1 % · 30,068 games
- Next two weeks55.9 % · 14,305 games
- After that56.8 % · 5,397 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
- Craterhoof Behemoth1,981 games · 56.3 % (instead of 54.2% expected)
- Glacierwood Siege2,852 games · 50.5 % (instead of 48.8% expected)
Cards it wins less with
- Unsparing Boltcaster1,913 games · 51.6 % (instead of 55.7% expected)
- Shocking Sharpshooter4,484 games · 52.9 % (instead of 56.8% expected)
- Wild Ride2,650 games · 49.7 % (instead of 53.7% expected)
Where it is played
R/U · 55 %U/W · 43 %
Played in 18% 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.




