Guarded Heir
Uncommon · Creature — Human Noble
6.0PlayableRank 101 of 271
56.6%Rank 87 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).
Good playable that always makes the cut (6.0/10).
Why. Six mana for three bodies: a 1/1 lifelinker and two 3/3 white Knight creature tokens. It is a big chunk of value in one card, and it plays around single-target removal because the tokens stay behind.
Risks. Six mana is heavy, and you do nothing else that turn. A sweeper wipes out all the value at once.
In the draft. A solid top-end uncommon for white midrange or control. Take one or two at most: any more and your hand clogs up.
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 : +1.8 win-rate points
Its place in the set
- Uncommon: rank 38 of 101
- White: rank 23 of 43
- Cost 6: rank 4 of 18
- Average pick: 5.2 (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.
splash
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 copy55.5 % · 69,560 games
- 2 copies56.0 % · 7,522 games
- 3 copies57.7 % · 222 games
Win rate since the set came out (card in hand)
- First two weeks56.9 % · 21,013 games
- Next two weeks56.6 % · 11,068 games
- After that55.9 % · 1,647 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
- Midnight Snack1,208 games · 54.1 % (instead of 50.6% expected)
- Extravagant Replication1,390 games · 55.6 % (instead of 52.4% expected)
- Adventuring Gear815 games · 52.6 % (instead of 49.9% expected)
Cards it wins less with
- Painful Quandary408 games · 44.4 % (instead of 48.4% expected)
- Raise the Past1,261 games · 49.1 % (instead of 52.7% expected)
Where it is played
B/W · 28 %U/W · 28 %
Played in 9.6% of the decks of the set
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.
