Redirect Lightning
Rare · Instant — Lesson
3.9WeakRank 249 of 281
50.5%Rank 264 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 (3.9/10).
Why. A one-mana red instant that changes the target of a spell or ability with a single target, at the price of five life or two extra mana. A fun trick against opposing removal or targeted spells.
Risks. Very situational: a spell or ability with a single target has to be on the stack, and there has to be a useful new target. The life or mana cost is real.
In the draft. A specialist card, not a first pick. Play it only in a controlling deck that knows how to use it; 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 : -1.5 win-rate points
Its place in the set
- Rare: rank 54 of 60
- Red: rank 35 of 40
- Cost 1: rank 26 of 26
- Average pick: 6.0 (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 copy51.9 % · 10,001 games
- 2 copies50.0 % · 248 games
Win rate since the set came out (card in hand)
- First two weeks51.6 % · 2,289 games
- Next two weeks50.8 % · 1,163 games
- After that52.9 % · 908 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
- Azula, On the Hunt514 games · 55.1 % (instead of 50.7% expected)
- Shared Roots642 games · 53.6 % (instead of 50.1% expected)
- Guru Pathik1,016 games · 55.5 % (instead of 52.4% expected)
- Rebellious Captives1,188 games · 55.0 % (instead of 51.8% expected)
Cards it wins less with
- Serpent's Pass524 games · 46.9 % (instead of 51.6% expected)
- Corrupt Court Official809 games · 48.1 % (instead of 51.5% expected)
- Airbending Lesson965 games · 50.1 % (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.



