Thoughtweft Imbuer
Uncommon · Creature — Kithkin Advisor
6.2GoodRank 93 of 264
58.3%Rank 62 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).
Good playable that always makes the cut (6.2/10).
Why. A four-mana 0/5: when a creature you control attacks alone, it gets +X/+X, X being the number of Kithkin you control. It is a Kithkin itself, so X is at least 1: a sturdy blocker that pumps a lone attacker.
Risks. It does nothing if you attack with several creatures, and its own body has no power. Without many Kithkin the bonus stays modest.
In the draft. Take it in white in a Kithkin deck, especially white-green. In another deck it is a four-mana blocker and little more.
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 : +4.2 win-rate points
Its place in the set
- Uncommon: rank 33 of 100
- White: rank 18 of 41
- Cost 4: rank 15 of 47
- Average pick: 4.8 (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 copy56.1 % · 30,499 games
- 2 copies57.8 % · 7,166 games
- 3 copies59.1 % · 998 games
- 4 copies or more59.4 % · 106 games
Win rate since the set came out (card in hand)
- First two weeks59.5 % · 12,141 games
- Next two weeks57.5 % · 4,124 games
- After that57.5 % · 1,659 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
- Mirrormind Crown152 games · 52.6 % (instead of 47.4% expected)
- Morningtide's Light1,275 games · 58.8 % (instead of 55.4% expected)
- Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight1,893 games · 61.2 % (instead of 58.0% expected)
- Bloom Tender761 games · 56.5 % (instead of 54.4% expected)
Cards it wins less with
- Tributary Vaulter2,381 games · 53.3 % (instead of 57.6% expected)
- Dawn's Light Archer2,182 games · 53.2 % (instead of 57.2% expected)
- Midnight Tilling2,197 games · 54.9 % (instead of 58.2% expected)
Where it is played
G/W · 43 %
Played in 6.8% 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.




