Raiding Schemes
Rare · Enchantment
4.2WeakRank 221 of 264
A good playable, but is sometimes cut (4.2/10).
Why. A five-mana enchantment that gives each noncreature spell you cast conspire. You tap two creatures sharing a colour with the spell to copy it.
Risks. It does nothing alone, costs a lot, and needs many noncreature spells and matching creatures. Far too slow.
In the draft. Pass it in nearly every deck. Only a red-green deck packed with spells could justify 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.
Its place in the set
- Rare: rank 60 of 61
- Multicolour: rank 42 of 49
- Cost 5: rank 26 of 32
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 on the play and on the draw
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
- Kulrath Zealot214 games · 49.5 % (instead of 44.1% expected)
- Tweeze230 games · 47.4 % (instead of 43.2% expected)
- Evolving Wilds247 games · 47.8 % (instead of 44.2% expected)
- Flamekin Gildweaver190 games · 47.4 % (instead of 43.9% expected)
Cards it wins less with
- Assert Perfection162 games · 38.3 % (instead of 45.7% expected)
- Great Forest Druid208 games · 39.4 % (instead of 42.5% 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.




