Destined Confrontation
Uncommon · Sorcery
1.4WeakRank 279 of 281
47.0%Rank 274 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A four-mana sorcery that forces each player to keep only creatures with total power 4 or less and sacrifice the rest. It can clean up a loaded opposing board if you have few creatures.
Risks. It hits your side too: a creature deck suffers from it. The effect is symmetrical and hard to use well, so you want few big bodies.
In the draft. A niche card for small-creature or control decks. Take it very late, and only with a clear plan.
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 : -5.3 win-rate points
Its place in the set
- Uncommon: rank 109 of 110
- White: rank 39 of 40
- Cost 4: rank 51 of 52
- Average pick: 10.6 (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 copy50.7 % · 4,359 games
- 2 copies45.2 % · 188 games
Win rate since the set came out (card in hand)
- First two weeks47.0 % · 1,315 games
- Next two weeks45.3 % · 395 games
- After that44.0 % · 252 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
- Fire Navy Trebuchet333 games · 58.6 % (instead of 48.5% expected)
- Canyon Crawler490 games · 57.6 % (instead of 49.6% expected)
- Buzzard-Wasp Colony256 games · 54.3 % (instead of 46.9% expected)
- Merchant of Many Hats588 games · 56.6 % (instead of 49.5% expected)
Cards it wins less with
- North Pole Patrol289 games · 44.6 % (instead of 50.0% expected)
- North Pole Gates845 games · 45.4 % (instead of 50.7% expected)
- Waterbending Lesson549 games · 45.7 % (instead of 50.7% 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.




