Umbral Collar Zealot
Uncommon · Creature — Human Cleric
6.4GoodRank 78 of 261
57.4%Rank 69 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 (6.4/10).
Why. A 3/2 for two mana, a good attacker from turn two. Its ability sacrifices another creature or an artifact to surveil 1, a useful way to get value from a creature that is about to die.
Risks. With no other creature or artifact to sacrifice, the ability does nothing, and sacrificing otherwise loses value. Three power is great at this cost, but two toughness is fragile.
In the draft. A good two-drop for aggressive black decks, especially with artifacts or tokens. Take it as an efficient cheap body.
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 : +3.5 win-rate points
Its place in the set
- Uncommon: rank 27 of 100
- Black: rank 10 of 42
- Cost 2: rank 19 of 57
- Average pick: 4.0 (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 copy55.6 % · 49,619 games
- 2 copies56.7 % · 8,187 games
- 3 copies58.9 % · 788 games
Win rate since the set came out (card in hand)
- First two weeks57.7 % · 17,296 games
- Next two weeks58.2 % · 8,062 games
- After that56.8 % · 2,919 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
- Drill Too Deep384 games · 54.2 % (instead of 49.6% expected)
Cards it wins less with
- Gene Pollinator4,426 games · 53.5 % (instead of 57.0% expected)
- Thawbringer2,943 games · 53.8 % (instead of 57.0% expected)
Where it is played
B/R · 44 %B/W · 38 %
Played in 10% 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.




