Lessons from Life
Uncommon · Sorcery
7.0GoodRank 32 of 190
60.4%Rank 32 of 184 by win rate, card in hand · set average: 57.7%
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 (7.0/10).
Why. A four-mana sorcery that draws three cards and may put a land from your hand onto the battlefield tapped. A good refuel card for a slower green-blue deck.
Risks. It has no board impact and costs you a turn with nothing added to the battlefield. It needs green and blue.
In the draft. A value card for a slow, reactive deck. Take it after your best creatures and removal.
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 : +7.8 win-rate points
Its place in the set
- Uncommon: rank 19 of 55
- Multicolour: rank 9 of 33
- Cost 4: rank 4 of 32
- Average pick: 5.1 (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.
splash
splash
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 copy56.1 % · 19,299 games
- 2 copies57.0 % · 5,257 games
- 3 copies58.9 % · 499 games
Win rate since the set came out (card in hand)
- First two weeks59.8 % · 7,995 games
- Next two weeks61.3 % · 3,966 games
- After that61.9 % · 803 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
- Turtles in Time170 games · 54.7 % (instead of 49.1% expected)
- Ravenous Robots507 games · 63.9 % (instead of 58.4% expected)
- Dimension X3,068 games · 61.6 % (instead of 56.7% expected)
- Armaggon, Future Shark2,213 games · 62.3 % (instead of 58.2% expected)
Cards it wins less with
- Turtle Lair817 games · 49.9 % (instead of 56.7% expected)
- Fugitive Droid1,500 games · 49.9 % (instead of 54.7% expected)
- Ninja Teen473 games · 52.4 % (instead of 56.6% expected)
Where it is played
G/U · 52 %B/G · 32 %
Played in 14% 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.




