Dai Li Indoctrination
Common · Sorcery — Lesson
4.4WeakRank 220 of 281
52.8%Rank 215 of 279 by win rate, card in hand · set average: 56.2%
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 (4.4/10).
Why. A two-mana sorcery with a choice: the opponent reveals their hand and discards a nonland permanent card of your pick, or Earthbend 2 for a land creature. It is a Lesson.
Risks. Neither mode kills a threat on the board, and the first is poor against an opponent who has already emptied their hand. The gain is modest.
In the draft. A flexible black playable, especially with Lessons or other Earthbend effects. Take it toward the end of the pack as useful filler.
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 : +0.3 win-rate points
Its place in the set
- Common: rank 65 of 91
- Black: rank 31 of 40
- Cost 2: rank 68 of 74
- Average pick: 11.1 (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 copy54.0 % · 19,746 games
- 2 copies51.4 % · 2,943 games
- 3 copies56.9 % · 304 games
Win rate since the set came out (card in hand)
- First two weeks53.9 % · 6,037 games
- Next two weeks54.8 % · 2,869 games
- After that53.3 % · 2,059 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
- Rowdy Snowballers1,186 games · 54.4 % (instead of 50.3% expected)
- Ember Island Production703 games · 54.3 % (instead of 50.5% expected)
- Fire Lord Azula1,000 games · 51.7 % (instead of 48.2% expected)
- Platypus-Bear1,387 games · 55.5 % (instead of 52.1% expected)
Cards it wins less with
- Combustion Technique1,292 games · 51.7 % (instead of 54.4% expected)
- Path to Redemption1,377 games · 52.4 % (instead of 54.8% expected)
- Iroh's Demonstration1,269 games · 52.4 % (instead of 54.7% 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.




