Meanders Guide
Uncommon · Creature — Merfolk Scout
5.4PlayableRank 146 of 264
54.1%Rank 163 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 solid playable that rarely gets cut (5.4/10).
Why. A 3/2 that, when it attacks, can tap another Merfolk to return a creature card with mana value 3 or less from your graveyard to the battlefield. When the setup is right it is a value engine every turn.
Risks. It needs another untapped Merfolk and a target in the graveyard. A 3/2 attacking into a stalled board dies easily.
In the draft. A mid-pack pick for a white-blue deck rich in Merfolk. In a deck without them it is too dependent.
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 : -0.3 win-rate points
Its place in the set
- Uncommon: rank 64 of 100
- White: rank 23 of 41
- Cost 3: rank 35 of 66
- Average pick: 5.9 (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 copy55.4 % · 26,711 games
- 2 copies54.1 % · 4,894 games
- 3 copies52.8 % · 373 games
Win rate since the set came out (card in hand)
- First two weeks54.1 % · 10,275 games
- Next two weeks54.2 % · 3,222 games
- After that56.7 % · 1,242 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 Snare966 games · 54.5 % (instead of 49.8% expected)
- Flitterwing Nuisance2,861 games · 57.8 % (instead of 56.1% expected)
- Chronicle of Victory1,123 games · 59.5 % (instead of 57.9% expected)
- Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight1,486 games · 58.2 % (instead of 56.6% expected)
Cards it wins less with
- Emptiness689 games · 47.5 % (instead of 54.3% expected)
- Chitinous Graspling2,383 games · 49.0 % (instead of 52.6% expected)
- Reluctant Dounguard1,705 games · 50.3 % (instead of 53.4% expected)
Where it is played
U/W · 31 %
Played in 5.9% 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.




