Glimmer Seeker
Uncommon · Creature — Human Survivor
6.5GoodRank 73 of 271
57.1%Rank 76 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).
Good playable that always makes the cut (6.5/10).
Why. A 3/3 for three whose Survival makes value: if it is tapped in your second main phase, you draw a card if you control a Glimmer creature, otherwise you create a 1/1 white Glimmer enchantment creature token.
Risks. It has to attack and survive to end up tapped, so on a board where attacking is impossible it loses its value. With no vigilance, it does not defend after attacking.
In the draft. A good three-drop for aggressive white decks. Take it over vanilla three-drops.
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 : +2.1 win-rate points
Its place in the set
- Uncommon: rank 31 of 100
- White: rank 17 of 41
- Cost 3: rank 19 of 57
- Average pick: 3.6 (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 copy55.6 % · 79,703 games
- 2 copies55.8 % · 10,160 games
- 3 copies58.8 % · 804 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 22,787 games
- Next two weeks56.0 % · 12,277 games
- After that56.4 % · 4,240 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
- Erratic Apparition9,729 games · 56.1 % (instead of 53.9% expected)
- Razorkin Needlehead2,969 games · 58.3 % (instead of 56.2% expected)
- Infernal Phantom3,647 games · 55.7 % (instead of 53.6% expected)
Cards it wins less with
- Slavering Branchsnapper5,076 games · 51.2 % (instead of 55.2% expected)
- Spineseeker Centipede5,646 games · 52.5 % (instead of 56.1% expected)
- Final Vengeance4,917 games · 51.3 % (instead of 54.9% expected)
Where it is played
G/W · 34 %B/W · 28 %
Played in 8.8% 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.




