Dawnhand Eulogist
Common · Creature — Elf Warlock
5.8PlayableRank 112 of 264
57.9%Rank 68 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).
Good playable that always makes the cut (5.8/10).
Why. A 3/3 menace for four that mills three cards on entering and, if there is then an Elf card in your graveyard, drains the opponent for 2. A solid body with a good chance of a bonus.
Risks. The drain depends on an Elf in your graveyard: without enough Elves in the deck it does not always trigger. The mill can also hurt in long games.
In the draft. A good common for a black deck with Elves. Play a reasonable number of them and do not rank it above removal.
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 : +1.9 win-rate points
Its place in the set
- Common: rank 3 of 81
- Black: rank 16 of 39
- Cost 4: rank 20 of 47
- 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 copy56.0 % · 46,891 games
- 2 copies57.8 % · 28,103 games
- 3 copies59.6 % · 8,389 games
- 4 copies or more60.2 % · 2,269 games
Win rate since the set came out (card in hand)
- First two weeks58.4 % · 31,124 games
- Next two weeks58.0 % · 10,944 games
- After that58.2 % · 4,305 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
- Emptiness2,445 games · 59.6 % (instead of 56.2% expected)
- Moonshadow4,365 games · 58.6 % (instead of 56.8% expected)
- Darkness Descends1,584 games · 52.5 % (instead of 50.8% expected)
Cards it wins less with
- Springleaf Drum644 games · 45.3 % (instead of 52.8% expected)
- Gutsplitter Gang1,229 games · 48.7 % (instead of 53.8% expected)
- Champion of the Weird1,093 games · 52.4 % (instead of 57.2% expected)
Where it is played
B/G · 79 %
Played in 15% 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.




