Illusion Spinners
Uncommon · Creature — Faerie Wizard
4.0WeakRank 229 of 264
51.2%Rank 232 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 good playable, but is sometimes cut (4.0/10).
Why. A 4/3 flier for five that has hexproof while untapped. If you control a Faerie, you may cast it as though it had flash. Hard to target, it is a solid aerial threat.
Risks. Once it attacks, it taps and loses hexproof. Three toughness makes it fragile in combat.
In the draft. A fair five-drop in an aerial blue deck. A middling pick, not a priority.
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 : +2.1 win-rate points
Its place in the set
- Uncommon: rank 86 of 100
- Blue: rank 38 of 41
- Cost 5: rank 29 of 32
- Average pick: 8.6 (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 copy50.3 % · 11,049 games
- 2 copies49.3 % · 1,599 games
- 3 copies49.7 % · 145 games
Win rate since the set came out (card in hand)
- First two weeks51.8 % · 4,459 games
- Next two weeks51.4 % · 1,061 games
- After that54.4 % · 401 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
- Voracious Tome-Skimmer3,751 games · 51.3 % (instead of 45.5% expected)
- Nightmare Sower2,459 games · 50.1 % (instead of 45.2% expected)
- Dream Harvest776 games · 48.7 % (instead of 45.6% expected)
Cards it wins less with
- Rooftop Percher1,351 games · 46.8 % (instead of 50.2% expected)
- Gathering Stone815 games · 48.6 % (instead of 51.8% expected)
- Flamebraider1,017 games · 48.3 % (instead of 51.0% expected)
Where it is played
B/U · 47 %
Played in 2.6% 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.




