Wanderwine Farewell

Uncommon · Kindred Sorcery — Merfolk

Pick rating

5.9PlayableRank 107 of 264

Observed strength

56.8%Rank 88 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 (5.9/10).

Why. A convoke sorcery that returns one or two nonland permanents to hand, then makes a 1/1 white and blue Merfolk creature token for each if you control a Merfolk. With creatures to help pay, it costs far less than its seven mana.

Risks. Without a Merfolk it is only a bounce: the opponent replays the permanents and you do not gain a card. Tapping your creatures to cast it also costs you pressure.

In the draft. A card for a white-blue tempo deck with Merfolk. Outside that plan it is mediocre: do not take it before your creatures and removal.

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.

Card in hand at some point in the game56.8 %(set average : 55.7 %)
Card in the opening hand54.1 %(set average : 54.5 %)
Card drawn during the game58.6 %(set average : 56.5 %)

Gap when it is drawn, against the games where it is not : +1.9 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)67.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 41 of 100
  • Blue: rank 15 of 41
  • Cost 7: rank 3 of 7
  • Average pick: 6.2 (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.

34,675 games57.7 %(all pairs : 56.4 %)
3,267 games51.4 %(all pairs : 56.4 %)
720 games48.1 %(all pairs : 56.4 %)
702 games47.2 %(all pairs : 56.4 %)
445 games49.7 %(all pairs : 56.4 %)
435 games51.5 %(all pairs : 56.4 %)
352 games46.9 %(all pairs : 56.4 %)
258 games55.4 %(all pairs : 56.4 %)

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.

Strong players (diamond and mythic ranks), card in hand58.3 %· 4,810 games
All players, card in hand57.6 %· 18,999 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)59.0 %(set average : 57.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)53.8 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy56.0 % · 34,754 games
  • 2 copies58.7 % · 6,380 games
  • 3 copies57.7 % · 437 games

Win rate since the set came out (card in hand)

  • First two weeks57.0 % · 12,741 games
  • Next two weeks59.3 % · 4,543 games
  • After that58.3 % · 1,715 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

Cards it wins less with

Where it is played

U/W · 39 %

Played in 7.6% of the decks of the set

Other cards of the same cost and colours

  • Rime Chill

    213. Rime Chill

    4.4
  • Dream Harvest

    217. Dream Harvest

    4.2

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.