Friendly Ghost
Common · Creature — Spirit
5.2PlayableRank 161 of 271
55.6%Rank 115 of 269 by win rate, card in hand · set average: 55.9%
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 solid playable that rarely gets cut (5.2/10).
Why. A four-mana 2/4 flyer that gives a creature +2/+4 until end of turn when it enters. It works like a combat trick: it wins a fight for you or saves a creature from damage-based removal.
Risks. Four mana for a 2/4 is fine and no more, and the bonus is mostly useful if you have another creature. A 2/4 flyer does not attack hard.
In the draft. A reliable white common for creature decks, notably white-red and white-blue. Take it as an evasive value creature.
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 : +0.8 win-rate points
Its place in the set
- Common: rank 29 of 91
- White: rank 27 of 41
- Cost 4: rank 19 of 41
- Average pick: 8.9 (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 copy54.8 % · 94,462 games
- 2 copies55.2 % · 21,750 games
- 3 copies55.6 % · 2,379 games
- 4 copies or more55.1 % · 234 games
Win rate since the set came out (card in hand)
- First two weeks55.4 % · 29,772 games
- Next two weeks55.3 % · 16,336 games
- After that55.4 % · 5,965 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
- Painter's Studio // Defaced Gallery15,008 games · 58.0 % (instead of 56.1% expected)
- Ticket Booth // Tunnel of Hate16,529 games · 56.3 % (instead of 54.6% expected)
- Mirror Room // Fractured Realm1,470 games · 55.2 % (instead of 53.5% expected)
- Entity Tracker4,617 games · 58.1 % (instead of 56.7% expected)
Cards it wins less with
- Give In to Violence1,270 games · 46.1 % (instead of 50.2% expected)
- Rite of the Moth3,828 games · 48.6 % (instead of 52.2% expected)
- Spineseeker Centipede6,858 games · 51.8 % (instead of 55.3% expected)
Where it is played
G/W · 48 %R/W · 45 %
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.




