Glimmerlight
Common · Artifact — Equipment
6.0PlayableRank 102 of 271
56.8%Rank 86 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 (6.0/10).
Why. Two cards in one: an Equipment that makes a 1/1 Glimmer enchantment creature token on entering, then gives +1/+1 for a single mana to equip. It is colorless, so it fits any deck, and the token is an enchantment for Eerie.
Risks. The token is a 1/1 that dies to almost anything, and the Equipment is left alone on the battlefield. The bonus is modest: this is filler that does not win games by itself.
In the draft. A fine playable for aggressive or Eerie decks. Take it mid-pack, once the removal and the good creatures are gone.
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 10 of 91
- Colourless: rank 4 of 30
- Cost 2: rank 32 of 66
- Average pick: 7.1 (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 % · 190,697 games
- 2 copies57.0 % · 49,728 games
- 3 copies58.0 % · 8,602 games
- 4 copies or more58.3 % · 1,732 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 61,722 games
- Next two weeks56.0 % · 44,055 games
- After that55.3 % · 14,755 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
- The Tale of Tamiyo199 games · 55.8 % (instead of 48.8% expected)
- Walk-In Closet // Forgotten Cellar342 games · 52.3 % (instead of 50.7% expected)
Cards it wins less with
- Winter, Misanthropic Guide713 games · 45.9 % (instead of 49.7% expected)
- Grievous Wound422 games · 41.9 % (instead of 45.5% expected)
- Doomsday Excruciator594 games · 44.9 % (instead of 48.6% expected)
Where it is played
R/W · 76 %U/W · 60 %
Played in 24% 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.



