Day of Black Sun
Rare · Sorcery
7.2Very goodRank 38 of 281
60.3%Rank 28 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 very good rare of the format (7.2/10).
Why. A flexible sweeper: you choose X and destroy every creature with mana value X or less after they lose all abilities, so even indestructible creatures die. Against a board of small creatures it is a huge swing.
Risks. It hits your own creatures too. Tokens have mana value zero and die even for X of zero. The bigger X is, the more it costs, and as a sorcery it is slow against one big threat.
In the draft. Take it in a more controlling black deck with expensive creatures or few small ones. In an aggressive deck it is too symmetrical.
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 : +6.9 win-rate points
Its place in the set
- Rare: rank 17 of 60
- Black: rank 6 of 40
- Cost 2: rank 8 of 74
- Average pick: 2.7 (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 copy56.3 % · 25,844 games
- 2 copies59.8 % · 1,297 games
Win rate since the set came out (card in hand)
- First two weeks60.3 % · 6,118 games
- Next two weeks60.4 % · 3,621 games
- After that60.5 % · 2,772 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
- Meteor Sword1,151 games · 58.5 % (instead of 54.3% expected)
- Katara, Bending Prodigy2,317 games · 59.1 % (instead of 55.6% expected)
- North Pole Patrol2,272 games · 59.2 % (instead of 56.1% expected)
Cards it wins less with
- Water Tribe Captain1,502 games · 54.1 % (instead of 57.6% expected)
- Kyoshi Warriors2,095 games · 54.4 % (instead of 57.6% expected)
- Glider Kids1,806 games · 54.7 % (instead of 57.4% 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.




