Zuko's Conviction
Uncommon · Instant
4.4WeakRank 227 of 281
52.3%Rank 231 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 (4.4/10).
Why. A one-mana black instant that returns a creature card from your graveyard to your hand. Kicked, for five mana in total, it puts that creature straight onto the battlefield tapped. A way to claw back value.
Risks. Without a good creature in the graveyard it does nothing. It is neither removal nor a threat and relies on having already lost something useful.
In the draft. A value playable in black, with creatures that have enter effects. Take it late, after your removal and best 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 : -1.3 win-rate points
Its place in the set
- Uncommon: rank 89 of 110
- Black: rank 32 of 40
- Cost 1: rank 22 of 26
- Average pick: 8.3 (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 copy53.5 % · 23,133 games
- 2 copies53.2 % · 1,405 games
Win rate since the set came out (card in hand)
- First two weeks52.7 % · 5,798 games
- Next two weeks51.8 % · 3,018 games
- After that52.5 % · 2,096 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
- Avatar Destiny254 games · 53.1 % (instead of 48.4% expected)
- Fire Lord Azula1,476 games · 50.9 % (instead of 48.1% expected)
- Agna Qel'a1,285 games · 56.7 % (instead of 53.8% expected)
Cards it wins less with
- Fire Nation Cadets1,379 games · 49.7 % (instead of 54.0% expected)
- Iroh's Demonstration1,324 games · 50.6 % (instead of 54.5% expected)
- Razor Rings1,408 games · 50.5 % (instead of 53.8% 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.



