Price of Freedom
Uncommon · Sorcery — Lesson
4.2WeakRank 237 of 281
48.6%Rank 271 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 (4.2/10).
Why. A two-mana sorcery that destroys an opponent's artifact or land and draws you a card. The opponent may fetch a tapped basic land in return, so it is mostly a cantrip with a narrow upside against the right artifact.
Risks. Very situational: most of the time there is nothing worth destroying. Aimed at a land, it practically gives your opponent fixing.
In the draft. Close to sideboard material in game one. Only play it if you have seen important artifacts across the table; otherwise let it go.
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 : -3.0 win-rate points
Its place in the set
- Uncommon: rank 92 of 110
- Red: rank 32 of 40
- Cost 2: rank 71 of 74
- Average pick: 11.3 (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 copy51.7 % · 3,653 games
- 2 copies50.4 % · 240 games
Win rate since the set came out (card in hand)
- First two weeks52.1 % · 1,048 games
- Next two weeks47.7 % · 388 games
- After that44.5 % · 281 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
- Energybending360 games · 55.0 % (instead of 48.2% expected)
- Vindictive Warden766 games · 55.4 % (instead of 50.6% expected)
- Benevolent River Spirit310 games · 56.8 % (instead of 52.2% expected)
- Airship Engine Room1,099 games · 55.0 % (instead of 50.9% expected)
Cards it wins less with
- White Lotus Hideout206 games · 40.8 % (instead of 48.0% expected)
- North Pole Gates199 games · 44.7 % (instead of 51.9% expected)
- North Pole Patrol280 games · 45.7 % (instead of 51.2% 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.




