Sokka's Haiku
Uncommon · Instant — Lesson
6.6GoodRank 70 of 281
56.5%Rank 100 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 solid uncommon of the format (6.6/10).
Why. A five-mana counterspell that replaces itself and untaps a target land, so you can cast it, draw, and still have mana left over for your turn. It is a Lesson, so it counts for the set's synergies.
Risks. Five mana is a lot for a counterspell: you let the opponent develop their board while you wait. The three-card mill also eats into your own library in long games.
In the draft. A control card for a patient blue deck with enough creatures to hold the ground. One or two copies is plenty.
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 : +2.1 win-rate points
Its place in the set
- Uncommon: rank 24 of 110
- Blue: rank 11 of 40
- Cost 5: rank 9 of 29
- Average pick: 8.4 (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 copy56.4 % · 30,797 games
- 2 copies56.2 % · 2,027 games
Win rate since the set came out (card in hand)
- First two weeks57.9 % · 8,222 games
- Next two weeks57.5 % · 4,480 games
- After that57.4 % · 2,985 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
- Secret of Bloodbending275 games · 54.9 % (instead of 49.1% expected)
- Fire Lord Azula669 games · 54.7 % (instead of 50.9% expected)
- Merchant of Many Hats2,337 games · 58.5 % (instead of 55.5% expected)
- Foggy Swamp Hunters1,003 games · 56.3 % (instead of 53.6% expected)
Cards it wins less with
- Allies at Last1,654 games · 54.1 % (instead of 57.5% expected)
- Water Tribe Rallier1,715 games · 55.9 % (instead of 58.6% expected)
- Seismic Sense1,680 games · 53.4 % (instead of 56.0% 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.




