Kitnap
Rare · Enchantment — Aura
6.6GoodRank 58 of 261
57.5%Rank 77 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).
A very good rare of the format (6.6/10).
Why. A four-mana Aura that steals a creature of your choice from the opponent. Without the Gift the creature is tapped and gets three stun counters; with it the opponent draws and the creature stays tapped until your next untap step. Removal plus a reinforcement.
Risks. Both modes cost something: three turns of waiting or a card given away. If the creature dies you lose the card, and if the Aura leaves, it goes back to the opponent.
In the draft. A quality pick for a blue deck, counted as removal. Control decks like it especially.
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 : +6.0 win-rate points
Its place in the set
- Rare: rank 34 of 60
- Blue: rank 8 of 41
- Cost 4: rank 6 of 38
- Average pick: 3.1 (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.
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 copy53.7 % · 34,256 games
- 2 copies55.3 % · 2,655 games
- 3 copies51.3 % · 119 games
Win rate since the set came out (card in hand)
- First two weeks56.4 % · 10,301 games
- Next two weeks57.7 % · 5,035 games
- After that57.1 % · 2,321 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
- Stormsplitter308 games · 51.3 % (instead of 46.2% expected)
- Eluge, the Shoreless Sea1,189 games · 53.3 % (instead of 50.0% expected)
- Psychic Whorl1,619 games · 53.6 % (instead of 50.7% expected)
- Valley Floodcaller4,458 games · 54.1 % (instead of 51.5% expected)
Cards it wins less with
- Lifecreed Duo2,195 games · 51.2 % (instead of 53.7% expected)
- Alania's Pathmaker2,128 games · 50.4 % (instead of 53.0% expected)
- Agate Assault3,680 games · 51.4 % (instead of 53.2% 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.




