Faebloom Trick
Uncommon · Instant
7.9Very goodRank 18 of 271
59.3%Rank 26 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).
One of the very best uncommons of the format (7.9/10).
Why. A three-mana instant that creates two 1/1 blue Faerie creature tokens with flying, then taps a creature an opponent controls. Use it to tap a blocker before an attack, or to tap an attacker before combat on their turn while keeping two flying blockers.
Risks. Two 1/1 tokens are fragile and weigh little alone. It does not solve a big enemy threat, it only slows it down.
In the draft. A good pick for a blue deck with flyers or token payoffs. Cast it before combat, never at the end of the opponent's turn, where the tap would be wasted.
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 : +5.1 win-rate points
Its place in the set
- Uncommon: rank 1 of 101
- Blue: rank 3 of 44
- Cost 3: rank 6 of 69
- Average pick: 3.6 (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 % · 80,345 games
- 2 copies57.9 % · 15,028 games
- 3 copies59.4 % · 1,832 games
- 4 copies or more62.6 % · 203 games
Win rate since the set came out (card in hand)
- First two weeks59.0 % · 30,577 games
- Next two weeks59.1 % · 15,467 games
- After that60.1 % · 2,539 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
- Secluded Courtyard379 games · 55.7 % (instead of 50.8% expected)
- Herald of Eternal Dawn1,523 games · 60.3 % (instead of 57.1% expected)
- Thousand-Year Storm497 games · 46.3 % (instead of 43.6% expected)
- Ajani, Caller of the Pride1,251 games · 58.9 % (instead of 56.8% expected)
Cards it wins less with
- Adventuring Gear373 games · 44.5 % (instead of 50.4% expected)
- Swiftfoot Boots638 games · 45.5 % (instead of 49.9% expected)
- Electroduplicate471 games · 48.2 % (instead of 52.6% expected)
Where it is played
R/U · 41 %U/W · 36 %
Played in 12% 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.




