Crypt Feaster
Common · Creature — Zombie
1.4WeakRank 270 of 271
50.1%Rank 243 of 274 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 3/4 with menace for four mana, decent for attacking through an ordinary defence. The Threshold bonus makes it hit for 5 once your graveyard is well stocked, which only happens late in the game.
Risks. Threshold is slow to reach without a way to fill the graveyard, so most of the time it is just a 3/4 menace. It has no ability that changes the game.
In the draft. A mid-pack playable for black decks: take it when nothing better sits at four mana. It fits best in an aggressive deck or one that fills its graveyard.
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 : -0.2 win-rate points
Its place in the set
- Common: rank 89 of 90
- Black: rank 43 of 43
- Cost 4: rank 44 of 44
- Average pick: 11.4 (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 copy50.8 % · 16,304 games
- 2 copies49.1 % · 2,004 games
- 3 copies52.1 % · 165 games
Win rate since the set came out (card in hand)
- First two weeks50.1 % · 5,273 games
- Next two weeks50.9 % · 2,649 games
- After that50.4 % · 353 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
- Heartfire Immolator1,294 games · 57.1 % (instead of 51.9% expected)
- Thrill of Possibility1,146 games · 52.6 % (instead of 48.5% expected)
- Abrade1,507 games · 54.7 % (instead of 51.7% expected)
- Incinerating Blast1,400 games · 51.9 % (instead of 48.9% expected)
Cards it wins less with
- Strix Lookout2,130 games · 46.4 % (instead of 50.2% expected)
- Bite Down1,114 games · 47.3 % (instead of 50.4% expected)
- Inspiring Paladin1,282 games · 47.3 % (instead of 50.3% expected)
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.




