Prismatic Undercurrents
Uncommon · Enchantment
2.0WeakRank 254 of 264
48.9%Rank 256 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).
Not good filler and often gets cut (2.0/10).
Why. An enchantment that fetches up to X basic lands to your hand, X being the number of colors among your permanents, and lets you play an extra land each turn. It guarantees land drops and fixes your colors.
Risks. It costs four mana and does nothing on the board, and the number of lands depends on your colors. A deck without a land plan gets little from it.
In the draft. A niche card for a multicolor ramp deck. Otherwise skip it.
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 : +1.5 win-rate points
Its place in the set
- Uncommon: rank 95 of 100
- Green: rank 36 of 40
- Cost 4: rank 45 of 47
- Average pick: 9.2 (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.
splash
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 copy48.5 % · 9,492 games
- 2 copies46.6 % · 581 games
Win rate since the set came out (card in hand)
- First two weeks48.9 % · 3,282 games
- Next two weeks49.5 % · 919 games
- After that50.8 % · 258 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
- Kithkeeper2,352 games · 51.1 % (instead of 45.9% expected)
- Luminollusk2,364 games · 49.0 % (instead of 44.5% expected)
- Squawkroaster1,512 games · 49.3 % (instead of 44.8% expected)
- Gristle Glutton1,162 games · 51.5 % (instead of 47.2% expected)
Cards it wins less with
- Morcant's Eyes568 games · 42.1 % (instead of 51.6% expected)
- Morcant's Loyalist566 games · 46.5 % (instead of 51.3% expected)
- Crossroads Watcher765 games · 44.3 % (instead of 48.9% 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.




