Path to Redemption
Common · Enchantment — Aura
5.8PlayableRank 124 of 281
56.9%Rank 90 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).
Good playable that always makes the cut (5.8/10).
Why. A two-mana aura that stops the creature from attacking or blocking, an efficient removal for a low price. Later, for five mana during your turn, you sacrifice the aura to exile the creature and create a 1/1 white Ally creature token.
Risks. The creature's other abilities stay active, such as ones that don't need to attack or block. Enchantment removal frees it, and the opponent can sacrifice the creature for value.
In the draft. A decent white removal. Take it over mediocre creatures. In a white deck it does the job of a cheap removal.
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 : +0.5 win-rate points
Its place in the set
- Common: rank 16 of 91
- White: rank 22 of 40
- Cost 2: rank 32 of 74
- Average pick: 4.5 (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 copy56.8 % · 89,536 games
- 2 copies58.0 % · 28,185 games
- 3 copies57.8 % · 4,443 games
- 4 copies or more56.7 % · 672 games
Win rate since the set came out (card in hand)
- First two weeks58.7 % · 30,911 games
- Next two weeks56.9 % · 17,240 games
- After that57.1 % · 12,332 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 Ascension1,461 games · 52.0 % (instead of 49.6% expected)
- Trusty Boomerang314 games · 53.5 % (instead of 51.5% expected)
- Crashing Wave2,607 games · 55.3 % (instead of 53.6% expected)
Cards it wins less with
- Tiger-Seal311 games · 47.3 % (instead of 53.9% expected)
- Solstice Revelations463 games · 49.0 % (instead of 54.1% expected)
Where it is played
B/W · 57 %R/W · 54 %
Played in 21% of the decks of the set
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.




