Wild Ride
Common · Sorcery
4.3WeakRank 221 of 271
51.1%Rank 258 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 (4.3/10).
Why. A one-mana sorcery that gives +3/+0 and haste to a creature for the turn. With Harmonize you can recast it from the graveyard by tapping a creature to reduce the cost.
Risks. A conditional spell that does nothing alone. It needs a creature in play and goes badly if the opponent has a response.
In the draft. A last-pick card, only for a very aggressive red deck with many creatures. In other decks it does not deserve a slot.
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 : -3.0 win-rate points
Its place in the set
- Common: rank 63 of 91
- Red: rank 29 of 34
- Cost 1: rank 14 of 18
- Average pick: 11.7 (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 copy53.7 % · 17,664 games
- 2 copies52.6 % · 2,510 games
- 3 copies51.6 % · 353 games
Win rate since the set came out (card in hand)
- First two weeks52.3 % · 4,238 games
- Next two weeks50.8 % · 3,279 games
- After that51.3 % · 1,223 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
- Static Snare3,218 games · 56.5 % (instead of 54.0% expected)
- Zurgo, Thunder's Decree1,348 games · 57.0 % (instead of 54.4% expected)
- Arashin Sunshield968 games · 54.0 % (instead of 51.9% expected)
- Duty Beyond Death3,505 games · 56.6 % (instead of 54.5% expected)
Cards it wins less with
- Riverwalk Technique1,637 games · 46.5 % (instead of 54.0% expected)
- Glacial Dragonhunt1,942 games · 48.5 % (instead of 54.8% expected)
- Dispelling Exhale1,728 games · 48.1 % (instead of 54.1% 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.



