Trade the Helm
Uncommon · Sorcery
1.4WeakRank 271 of 271
51.7%Rank 235 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A control swap: you hand over your worst artifact or creature and take the opponent's best one. With a mediocre creature to give, the gain is huge, and the two-mana Cycling keeps it from rotting in your hand.
Risks. Five mana at sorcery speed, and you need both something to give and a worthwhile target across the table. If the opponent can get their permanent back, or your offering is nearly as good, the trade is poor.
In the draft. A situational card, best as a single copy in a blue deck. Take it after your removal and your good 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 : +0.9 win-rate points
Its place in the set
- Uncommon: rank 100 of 100
- Blue: rank 37 of 37
- Cost 5: rank 30 of 30
- Average pick: 8.2 (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 copy51.3 % · 35,614 games
- 2 copies48.9 % · 2,280 games
Win rate since the set came out (card in hand)
- First two weeks51.7 % · 11,273 games
- Next two weeks51.4 % · 4,747 games
- After that51.0 % · 1,536 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
- Racers' Scoreboard519 games · 50.3 % (instead of 44.8% expected)
- Guidelight Matrix2,973 games · 52.4 % (instead of 48.7% expected)
- Rover Blades1,423 games · 50.6 % (instead of 47.5% expected)
- Waxen Shapethief3,721 games · 50.7 % (instead of 48.5% expected)
Cards it wins less with
- Earthrumbler1,952 games · 49.6 % (instead of 51.6% expected)
- Outpace Oblivion2,834 games · 49.1 % (instead of 50.6% 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.




