Seismic Sense
Uncommon · Sorcery — Lesson
5.8PlayableRank 125 of 281
55.6%Rank 130 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 one-mana sorcery that looks at as many cards as you have lands and lets you take a creature or land. With four lands you see four cards, and the rest go to the bottom. It is a cheap way to find your next piece.
Risks. It only takes creatures or lands and does nothing for the board. Early in the game it sees few cards. It counts as a Lesson but does nothing else.
In the draft. A support card for a green Lessons deck or one with a heavy creature count. Take it late, after your creatures.
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 : +1.1 win-rate points
Its place in the set
- Uncommon: rank 50 of 110
- Green: rank 16 of 39
- Cost 1: rank 15 of 26
- Average pick: 7.0 (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 copy55.7 % · 34,473 games
- 2 copies55.4 % · 3,762 games
- 3 copies58.2 % · 225 games
Win rate since the set came out (card in hand)
- First two weeks55.6 % · 8,929 games
- Next two weeks57.2 % · 4,963 games
- After that56.5 % · 3,594 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
- The Last Agni Kai533 games · 55.2 % (instead of 51.7% expected)
- White Lotus Hideout2,378 games · 54.5 % (instead of 52.1% expected)
- Rockalanche4,475 games · 56.9 % (instead of 54.7% expected)
Cards it wins less with
- Northern Air Temple500 games · 45.8 % (instead of 49.0% expected)
- Sokka's Haiku1,680 games · 53.4 % (instead of 56.0% expected)
- Energybending687 games · 49.8 % (instead of 52.3% expected)
Where it is played
G/U · 29 %G/R · 28 %
Played in 6.9% 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.



