Greenbelt Guardian
Uncommon · Creature — Elf Ranger
6.5GoodRank 73 of 271
58.2%Rank 50 of 273 by win rate, card in hand · set average: 55.7%
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).
Good playable that always makes the cut (6.5/10).
Why. A flexible two-drop. Early on it gives a creature trample for a green mana, and later its Exhaust turns it into a 5/5 for four mana, a worthwhile late-game sink.
Risks. While it is a 2/2 it is fragile and not very threatening. Exhaust only works once and takes most of your turn once you reach four mana.
In the draft. A good card for any green deck: it holds the curve early and stays relevant late. Take it above ordinary green 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 : +2.6 win-rate points
Its place in the set
- Uncommon: rank 18 of 100
- Green: rank 9 of 37
- Cost 2: rank 18 of 64
- Average pick: 3.0 (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 copy56.7 % · 95,469 games
- 2 copies57.0 % · 13,062 games
- 3 copies57.3 % · 1,170 games
Win rate since the set came out (card in hand)
- First two weeks58.5 % · 31,565 games
- Next two weeks57.7 % · 13,355 games
- After that57.8 % · 5,223 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
- Lightwheel Enhancements1,439 games · 55.9 % (instead of 53.2% expected)
- Reckless Velocitaur1,644 games · 55.4 % (instead of 52.7% expected)
- Sunbillow Verge1,065 games · 56.7 % (instead of 54.6% expected)
Cards it wins less with
- Count on Luck404 games · 49.8 % (instead of 53.9% expected)
- Demonic Junker2,985 games · 53.9 % (instead of 57.0% expected)
- Bloodghast684 games · 50.6 % (instead of 53.6% expected)
Where it is played
G/R · 31 %G/W · 30 %
Played in 12% 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.




