Ember Island Production
Uncommon · Sorcery
4.4WeakRank 221 of 281
52.1%Rank 236 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 five-mana sorcery that copies one of your creatures as a 4/4 token, or an opposing creature as a 2/2 token for you. At best you double your best creature or take the ability of an opponent's.
Risks. It is expensive and does nothing without a good target. Copying an opposing creature as a 2/2 overrides its original stats, so sometimes you get a small body for five mana.
In the draft. A blue tool when you have good creatures to copy. Not a priority: take it late if you already have creatures with enter effects.
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 : -0.2 win-rate points
Its place in the set
- Uncommon: rank 86 of 110
- Blue: rank 32 of 40
- Cost 5: rank 21 of 29
- Average pick: 9.6 (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 copy53.0 % · 12,556 games
- 2 copies47.4 % · 466 games
Win rate since the set came out (card in hand)
- First two weeks52.0 % · 2,898 games
- Next two weeks53.6 % · 1,899 games
- After that50.8 % · 1,241 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
- Waterbender Ascension614 games · 49.3 % (instead of 45.3% expected)
- Dai Li Indoctrination703 games · 54.3 % (instead of 50.5% expected)
- Yuyan Archers1,072 games · 57.2 % (instead of 53.5% expected)
- Honest Work723 games · 51.5 % (instead of 47.9% expected)
Cards it wins less with
- Secret of Bloodbending168 games · 40.5 % (instead of 45.6% expected)
- Origin of Metalbending804 games · 48.4 % (instead of 52.4% expected)
- Rebellious Captives793 games · 49.2 % (instead of 52.8% 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.




