Champions of the Shoal
Rare · Creature — Merfolk Soldier
8.4BombRank 11 of 264
62.4%Rank 13 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).
One of the very best rares of the format (8.4/10).
Why. A 4/6 for four that taps an opposing creature and puts a stun counter on it when it enters and each time it becomes tapped. It attacks while neutralising an opposing creature, and its toughness helps on defence.
Risks. You must behold a Merfolk and exile it to cast it. If that Merfolk is your best card the cost is heavy, though it returns when the creature leaves.
In the draft. Excellent for a blue-white deck with many Merfolk, take it high. Without enough Merfolk it becomes unplayable.
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 : +9.9 win-rate points
Its place in the set
- Rare: rank 5 of 61
- Blue: rank 2 of 41
- Cost 4: rank 2 of 47
- 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 copy57.6 % · 21,894 games
- 2 copies59.3 % · 1,444 games
Win rate since the set came out (card in hand)
- First two weeks61.9 % · 7,003 games
- Next two weeks64.2 % · 2,506 games
- After that65.2 % · 980 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
- Crib Swap893 games · 58.1 % (instead of 54.1% expected)
- Mirrorform1,062 games · 60.3 % (instead of 56.9% expected)
- Rhys, the Evermore967 games · 57.9 % (instead of 55.3% expected)
- Springleaf Drum1,196 games · 55.7 % (instead of 53.4% expected)
Cards it wins less with
- Eclipsed Flamekin1,608 games · 55.0 % (instead of 58.9% expected)
- Flaring Cinder2,344 games · 53.6 % (instead of 57.4% expected)
- Flamekin Gildweaver1,414 games · 53.9 % (instead of 57.4% 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.




