Optimistic Scavenger
Uncommon · Creature — Human Scout
7.6Very goodRank 22 of 271
60.7%Rank 22 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 uncommons of the format (7.6/10).
Why. A one-mana creature that, with Eerie, puts a +1/+1 counter on a creature of your choice whenever an enchantment enters under your control or a Room is fully unlocked. Good on turn 1 and steady value in a white enchantment deck.
Risks. A 1/1 with no enchantments does nothing and loses value late. Its counters only matter if enchantments are plentiful.
In the draft. A decent pick in white in a deck with many enchantments and Rooms. Otherwise it is average.
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 : +6.0 win-rate points
Its place in the set
- Uncommon: rank 2 of 100
- White: rank 7 of 41
- Cost 1: rank 2 of 26
- Average pick: 2.8 (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 copy56.1 % · 89,597 games
- 2 copies58.8 % · 15,354 games
- 3 copies62.4 % · 2,001 games
- 4 copies or more71.2 % · 146 games
Win rate since the set came out (card in hand)
- First two weeks61.0 % · 29,001 games
- Next two weeks59.5 % · 14,796 games
- After that60.4 % · 5,321 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
- Marina Vendrell292 games · 49.7 % (instead of 46.6% expected)
- Entity Tracker7,672 games · 60.4 % (instead of 58.4% expected)
- Mirror Room // Fractured Realm2,351 games · 57.3 % (instead of 55.3% expected)
- Razorkin Needlehead2,680 games · 59.1 % (instead of 57.1% expected)
Cards it wins less with
- Murky Sewer4,266 games · 50.5 % (instead of 54.6% expected)
- Dazzling Theater // Prop Room1,124 games · 44.0 % (instead of 47.5% expected)
Where it is played
U/W · 37 %R/W · 33 %
Played in 10% 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.




