Gathering Stone
Uncommon · Artifact
6.2GoodRank 85 of 264
58.3%Rank 64 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 (6.2/10).
Why. A four-mana artifact: you choose a type, spells of that type cost one less, and when it enters and at each upkeep you look at the top card of your library and take it if it is the chosen type, otherwise you may put it into your graveyard. It generates advantage in a typal deck.
Risks. It does nothing on the board and depends on a type that is well represented in your deck. In a deck with no theme it is a slow artifact.
In the draft. A good card in a tribal deck: take it if you already have a dominant type. Otherwise consider it filler.
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 : +3.6 win-rate points
Its place in the set
- Uncommon: rank 26 of 100
- Colourless: rank 2 of 14
- Cost 4: rank 11 of 47
- Average pick: 4.1 (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 copy56.5 % · 66,773 games
- 2 copies57.4 % · 3,691 games
Win rate since the set came out (card in hand)
- First two weeks59.0 % · 19,505 games
- Next two weeks58.5 % · 7,961 games
- After that58.7 % · 3,121 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
- Mirrorform1,011 games · 58.4 % (instead of 55.8% expected)
- Catharsis846 games · 55.6 % (instead of 53.2% expected)
- Vibrance1,622 games · 60.4 % (instead of 58.2% expected)
- Graveshifter6,609 games · 58.1 % (instead of 56.2% expected)
Cards it wins less with
- Impolite Entrance297 games · 43.4 % (instead of 48.4% expected)
- Goatnap258 games · 46.1 % (instead of 49.9% expected)
- Illusion Spinners815 games · 48.6 % (instead of 51.8% 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.

