Dawn's Light Archer
Common · Creature — Elf Archer
5.0PlayableRank 171 of 264
54.8%Rank 145 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).
A solid playable that rarely gets cut (5.0/10).
Why. A 4/2 with flash and reach for three mana. It holds off fliers and can ambush an attacker as a surprise blocker.
Risks. Only two toughness: a small removal or a trade with any creature with two power kills it. It has no enter effect.
In the draft. A good mid-list pick for a green deck, all the more so when air threats matter. Take it over vanilla creatures.
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 : -0.6 win-rate points
Its place in the set
- Common: rank 22 of 81
- Green: rank 30 of 40
- Cost 3: rank 43 of 66
- Average pick: 8.4 (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 copy55.4 % · 54,396 games
- 2 copies56.3 % · 17,150 games
- 3 copies58.0 % · 2,691 games
- 4 copies or more57.3 % · 300 games
Win rate since the set came out (card in hand)
- First two weeks56.3 % · 23,193 games
- Next two weeks53.9 % · 8,620 games
- After that54.6 % · 3,377 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
- Blood Crypt579 games · 56.0 % (instead of 53.7% expected)
- Chronicle of Victory2,422 games · 60.6 % (instead of 58.4% expected)
- Moonshadow3,232 games · 57.6 % (instead of 55.4% expected)
Cards it wins less with
- Springleaf Drum703 games · 45.7 % (instead of 51.4% expected)
- Morningtide's Light385 games · 49.6 % (instead of 54.6% expected)
- Thoughtweft Lieutenant2,626 games · 52.8 % (instead of 57.4% expected)
Where it is played
B/G · 59 %G/U · 27 %
Played in 14% 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.




