Appeal to Eirdu
Common · Instant
2.0WeakRank 243 of 264
50.0%Rank 251 of 264 by win rate, card in hand · set average: 55.7%
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).
Not good filler and often gets cut (2.0/10).
Why. An instant that gives one or two creatures +2/+1, with convoke to lower the cost. It blows out a block or a combat and can swing tempo with a wide board.
Risks. It is a combat trick, not removal: if the opponent kills the target in response, you lose the card. It needs creatures and does nothing without combat.
In the draft. Filler for creature-heavy decks. A late pick, mainly useful in white with plenty of small bodies.
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 : -3.1 win-rate points
Its place in the set
- Common: rank 70 of 81
- White: rank 41 of 41
- Cost 4: rank 43 of 47
- Average pick: 11.3 (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 copy52.9 % · 11,870 games
- 2 copies47.5 % · 871 games
Win rate since the set came out (card in hand)
- First two weeks50.9 % · 3,991 games
- Next two weeks48.1 % · 886 games
- After that53.8 % · 340 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
- Glamermite1,230 games · 53.0 % (instead of 50.0% expected)
- Evershrike's Gift1,654 games · 54.2 % (instead of 51.6% expected)
- Unforgiving Aim911 games · 52.3 % (instead of 49.8% expected)
- Bristlebane Outrider1,723 games · 55.5 % (instead of 53.3% expected)
Cards it wins less with
- Champion of the Clachan1,252 games · 48.6 % (instead of 52.7% expected)
- Morningtide's Light359 games · 47.4 % (instead of 51.4% expected)
- Safewright Cavalry663 games · 50.4 % (instead of 53.6% 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.




