Nutrient Block
Common · Artifact — Food
5.6PlayableRank 133 of 261
55.0%Rank 158 of 287 by win rate, card in hand · set average: 56.0%
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 (5.6/10).
Why. A one-mana indestructible Food artifact that gains 3 life for two mana and draws you a card when it goes from the battlefield to the graveyard. Value plus something to sacrifice.
Risks. It does nothing on the battlefield, and it costs several mana in total to gain life. It is slow.
In the draft. A good artifact to sacrifice for sacrifice decks, especially UB and BR. Take it as a useful filler card.
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 : +1.5 win-rate points
Its place in the set
- Common: rank 23 of 81
- Colourless: rank 18 of 30
- Cost 1: rank 21 of 33
- Average pick: 8.3 (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 copy54.8 % · 69,247 games
- 2 copies54.6 % · 13,946 games
- 3 copies55.1 % · 1,576 games
- 4 copies or more56.6 % · 152 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 24,264 games
- Next two weeks55.7 % · 13,245 games
- After that55.9 % · 4,732 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
- Space-Time Anomaly1,541 games · 56.2 % (instead of 51.8% expected)
- Temporal Intervention1,490 games · 55.2 % (instead of 51.0% expected)
- Terminal Velocity315 games · 52.4 % (instead of 48.8% expected)
Cards it wins less with
- Dual-Sun Technique875 games · 45.4 % (instead of 52.3% expected)
- Bioengineered Future307 games · 42.3 % (instead of 48.5% expected)
Where it is played
B/U · 35 %R/U · 30 %
Played in 15% 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.

