Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight
Mythic · Legendary Creature — Elemental God // Legendary Creature — Elemental God
8.2Very goodRank 14 of 264
61.1%Rank 22 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 mythics of the format (8.2/10).
Why. A 5/5 flying lifelinker for five that gives convoke to your creature spells: tapping your creatures helps pay for them. The Isilu side gives persist to your other nontoken creatures; you transform by paying a black mana.
Risks. Most of the time the Eirdu side alone is why you play it; each transformation costs mana. Convoke means tapping creatures that then cannot attack.
In the draft. Take it early. A 5/5 flying lifelinker is already excellent in white. The black side is a bonus if you are white-black.
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 : +9.6 win-rate points
Its place in the set
- Mythic: rank 7 of 22
- White: rank 2 of 41
- Cost 5: rank 8 of 32
- Average pick: 1.5 (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.
splash
splash
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 copy56.4 % · 13,374 games
- 2 copies59.0 % · 166 games
Win rate since the set came out (card in hand)
- First two weeks61.7 % · 3,845 games
- Next two weeks61.6 % · 1,453 games
- After that59.9 % · 439 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
- Unwelcome Sprite1,170 games · 60.0 % (instead of 56.6% expected)
- Thoughtweft Imbuer1,893 games · 61.2 % (instead of 58.0% expected)
- Thoughtweft Lieutenant1,724 games · 61.3 % (instead of 58.2% expected)
- Slumbering Walker1,231 games · 61.3 % (instead of 58.3% expected)
Cards it wins less with
- Scarblade Scout707 games · 50.1 % (instead of 57.9% expected)
- Flame-Chain Mauler700 games · 49.7 % (instead of 55.2% expected)
- Stoic Grove-Guide693 games · 52.2 % (instead of 56.7% 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.




