Essence Channeler
Rare · Creature — Bat Cleric
6.5GoodRank 70 of 261
57.0%Rank 90 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 (6.5/10).
Why. A two-drop that grows whenever you gain life and picks up flying and vigilance on turns you have lost life. When it dies, its counters move to another creature you control, so the value is not lost.
Risks. It stays a 2/1 unless your deck makes you lose or gain life. It dies to everything, and its counters only matter if you have another creature.
In the draft. Take it in decks that gain life regularly. Without that support it is just a small body.
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 : +4.5 win-rate points
Its place in the set
- Rare: rank 40 of 60
- White: rank 11 of 40
- Cost 2: rank 23 of 82
- Average pick: 2.4 (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 copy54.6 % · 29,715 games
- 2 copies54.8 % · 1,685 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 8,164 games
- Next two weeks56.3 % · 3,630 games
- After that58.8 % · 1,509 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
- Osteomancer Adept1,592 games · 58.7 % (instead of 56.2% expected)
- Starlit Soothsayer9,021 games · 55.0 % (instead of 52.7% expected)
- Valley Rotcaller1,851 games · 57.8 % (instead of 55.7% expected)
Cards it wins less with
- Three Tree Rootweaver1,782 games · 49.9 % (instead of 54.3% expected)
- Bakersbane Duo2,647 games · 52.3 % (instead of 55.4% expected)
- Veteran Guardmouse2,172 games · 50.3 % (instead of 53.3% 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.




