Wanderbrine Trapper
Uncommon · Creature — Merfolk Scout
6.8GoodRank 56 of 264
59.5%Rank 44 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 uncommon of the format (6.8/10).
Why. A one-mana 2/1. For one mana, you tap it and another untapped creature of yours to tap an opponent's creature. It's a cheap attacker early and a tempo tool later to get past blockers.
Risks. It needs two of your creatures tapped, which costs an attack or a block, and it can't use it the turn it enters. The 2/1 dies to everything.
In the draft. A useful pick for white, especially blue-white. It likes decks with many small creatures.
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 13 of 100
- White: rank 9 of 41
- Cost 1: rank 8 of 22
- Average pick: 4.4 (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 copy57.0 % · 45,006 games
- 2 copies58.8 % · 9,157 games
- 3 copies58.7 % · 1,106 games
- 4 copies or more68.5 % · 111 games
Win rate since the set came out (card in hand)
- First two weeks59.6 % · 17,568 games
- Next two weeks60.6 % · 5,958 games
- After that61.1 % · 2,326 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
- Crossroads Watcher7,943 games · 59.2 % (instead of 57.8% expected)
- Dundoolin Weaver3,901 games · 59.5 % (instead of 58.1% expected)
- Sygg, Wanderwine Wisdom // Sygg, Wanderbrine Shield6,061 games · 60.1 % (instead of 58.7% expected)
- Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight2,739 games · 59.9 % (instead of 58.8% expected)
Cards it wins less with
- Doran, Besieged by Time742 games · 52.0 % (instead of 55.1% expected)
- Rime Chill1,523 games · 51.4 % (instead of 54.5% expected)
Where it is played
U/W · 40 %
Played in 9.8% 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.




