Pestered Wellguard
Uncommon · Creature — Merfolk Soldier
5.2PlayableRank 160 of 264
54.5%Rank 151 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 (5.2/10).
Why. A 3/2 that creates a 1/1 blue and black Faerie creature token with flying each time it becomes tapped. Attacking, or being tapped by an effect, gives you a flying token, and they add up quickly.
Risks. A 3/2 for four mana is a small body, and it dies when attacking into a block. It has to tap to produce anything.
In the draft. A good blue pick, especially for a white-blue deck that taps its creatures. Take it as a value source.
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 : +0.5 win-rate points
Its place in the set
- Uncommon: rank 70 of 100
- Blue: rank 26 of 41
- Cost 4: rank 24 of 47
- Average pick: 5.0 (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 copy54.7 % · 32,270 games
- 2 copies55.8 % · 5,892 games
- 3 copies54.5 % · 594 games
Win rate since the set came out (card in hand)
- First two weeks54.9 % · 12,580 games
- Next two weeks55.4 % · 4,053 games
- After that55.6 % · 1,551 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
- Springleaf Drum2,873 games · 53.5 % (instead of 50.6% expected)
- Slumbering Walker2,823 games · 59.1 % (instead of 56.8% expected)
- Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight1,482 games · 58.5 % (instead of 56.3% expected)
Cards it wins less with
- Sunderflock1,352 games · 52.0 % (instead of 58.0% expected)
- Eclipsed Flamekin2,470 games · 52.9 % (instead of 56.1% expected)
- Flamekin Gildweaver2,124 games · 51.5 % (instead of 54.5% expected)
Where it is played
U/W · 34 %
Played in 7.2% 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.




