Tributary Vaulter
Common · Creature — Merfolk Warrior
5.2PlayableRank 164 of 264
55.4%Rank 125 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 1/3 flyer for three mana that gives another Merfolk +2/+0 each time it becomes tapped. It attacks in the air and makes another Merfolk more dangerous, a good tribal foundation.
Risks. Its air attack is weak, and it is no air blocker once it has tapped. Without another Merfolk, it loses its bonus.
In the draft. A solid common for a white-blue Merfolk deck. Take it mid-pack.
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 : +0.1 win-rate points
Its place in the set
- Common: rank 16 of 81
- White: rank 26 of 41
- Cost 3: rank 40 of 66
- Average pick: 8.7 (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 copy55.8 % · 35,376 games
- 2 copies56.3 % · 18,643 games
- 3 copies57.1 % · 5,218 games
- 4 copies or more55.7 % · 899 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 20,366 games
- Next two weeks56.9 % · 8,264 games
- After that58.3 % · 3,357 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
- Rimefire Torque180 games · 55.0 % (instead of 46.9% expected)
- Spell Snare980 games · 52.6 % (instead of 50.7% expected)
- Bark of Doran2,486 games · 53.9 % (instead of 52.4% expected)
- Springleaf Drum3,653 games · 53.2 % (instead of 51.7% expected)
Cards it wins less with
- Catharsis503 games · 46.3 % (instead of 52.7% expected)
- Thoughtweft Imbuer2,381 games · 53.3 % (instead of 57.6% expected)
- Reluctant Dounguard2,583 games · 50.2 % (instead of 54.3% expected)
Where it is played
U/W · 78 %
Played in 11% 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.




