Driftgloom Coyote
Uncommon · Creature — Elemental Coyote
5.6PlayableRank 123 of 261
57.2%Rank 84 of 265 by win rate, card in hand · set average: 56.0%
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 (5.6/10).
Why. A five-mana white 3/4 whose entry exiles an opposing creature for as long as the Coyote stays on the battlefield. If that creature had power 2 or less, it gets a +1/+1 counter: removal attached to a body.
Risks. The exile is temporary: if the Coyote dies, the creature comes back. It needs two white mana, and removal in response to its ability stops it from doing its job.
In the draft. A good removal-on-a-body for any white deck. Take it over featureless five-drops.
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 : +3.1 win-rate points
Its place in the set
- Uncommon: rank 46 of 100
- White: rank 20 of 40
- Cost 5: rank 11 of 26
- Average pick: 3.5 (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 copy55.3 % · 77,862 games
- 2 copies56.4 % · 10,300 games
- 3 copies56.8 % · 724 games
Win rate since the set came out (card in hand)
- First two weeks57.3 % · 23,333 games
- Next two weeks56.6 % · 9,708 games
- After that57.4 % · 4,123 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
- Season of the Bold867 games · 56.4 % (instead of 54.1% expected)
- Heirloom Epic3,831 games · 57.2 % (instead of 55.1% expected)
- For the Common Good668 games · 51.2 % (instead of 49.3% expected)
Cards it wins less with
- Lumra, Bellow of the Woods1,315 games · 52.5 % (instead of 56.1% expected)
- Wear Down248 games · 46.0 % (instead of 48.9% expected)
- Season of Gathering1,615 games · 53.8 % (instead of 56.3% expected)
Where it is played
U/W · 29 %G/W · 26 %
Played in 9.4% 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.




