Flock Impostor
Uncommon · Creature — Shapeshifter
5.7PlayableRank 123 of 264
55.2%Rank 135 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 (5.7/10).
Why. A 2/2 changeling with flash and flying for three that returns another creature you control to hand when it enters. It works as a flying ambush and can save a targeted creature or replay an enter effect.
Risks. A 2/2 is fragile, and the bounce costs tempo if you have no creature to save or replay. The enter effect is optional, which limits the risk.
In the draft. A good card for a white tempo deck. Take it in the middle of your pool, earlier if you have enter effects to replay.
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 : +0.8 win-rate points
Its place in the set
- Uncommon: rank 50 of 100
- White: rank 20 of 41
- Cost 3: rank 31 of 66
- Average pick: 4.9 (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 copy55.3 % · 39,194 games
- 2 copies55.5 % · 4,122 games
- 3 copies49.8 % · 209 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 13,119 games
- Next two weeks55.8 % · 4,217 games
- After that55.4 % · 1,682 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
- Spell Snare684 games · 52.5 % (instead of 49.9% expected)
- Catharsis1,075 games · 54.1 % (instead of 51.9% expected)
- Mutable Explorer1,354 games · 56.8 % (instead of 54.9% expected)
- Dundoolin Weaver5,283 games · 57.8 % (instead of 56.0% expected)
Cards it wins less with
- Oko, Lorwyn Liege // Oko, Shadowmoor Scion742 games · 48.5 % (instead of 53.7% expected)
- Emptiness1,191 games · 51.8 % (instead of 54.4% expected)
- Chronicle of Victory1,324 games · 55.4 % (instead of 58.1% 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.




