Ghostly Dancers
Rare · Creature — Spirit
8.4Very goodRank 12 of 271
64.4%Rank 5 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).
One of the very best rares of the format (8.4/10).
Why. A 2/5 flier for five mana that returns an enchantment from your graveyard or unlocks a door of a Room. With Eerie, each enchantment that enters under your control gives you a 3/1 white Spirit creature token with flying. It defends well and attacks in the air.
Risks. Without enchantments, it is just a 2/5 flier for five. It does little on its own.
In the draft. A high pick in a white deck with enchantments and Rooms. Not for a deck with few enchantments.
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 : +11.8 win-rate points
Its place in the set
- Rare: rank 3 of 60
- White: rank 3 of 41
- Cost 5: rank 3 of 27
- Average pick: 1.4 (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.
splash
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 copy57.3 % · 50,340 games
- 2 copies60.2 % · 1,715 games
Win rate since the set came out (card in hand)
- First two weeks64.7 % · 12,869 games
- Next two weeks63.4 % · 6,941 games
- After that64.8 % · 2,460 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
- Mirror Room // Fractured Realm1,071 games · 60.4 % (instead of 56.1% expected)
- Marina Vendrell285 games · 51.2 % (instead of 47.4% expected)
- The Mindskinner1,479 games · 59.0 % (instead of 56.3% expected)
- Fear of Failed Tests1,668 games · 56.4 % (instead of 53.7% expected)
Cards it wins less with
- Wary Watchdog3,452 games · 53.5 % (instead of 57.7% expected)
- Monstrous Emergence4,016 games · 53.8 % (instead of 57.6% expected)
- Fear of Burning Alive2,786 games · 54.9 % (instead of 58.4% 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.




