Herald of Eternal Dawn
Mythic · Creature — Angel
7.0GoodRank 46 of 271
57.5%Rank 61 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).
A very good mythic of the format (7.0/10).
Why. A 6/6 flying Angel with flash, costing seven mana with three white. It can ambush an attacker as a blocker, and while it is out you cannot lose the game and your opponents cannot win it.
Risks. Seven mana is very heavy, and the triple white makes it hard outside a nearly mono-white deck. A removal spell answers it and you have lost your top end.
In the draft. A decent finisher for a white control deck. Take only one, and only after your good cheap cards.
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 : +3.6 win-rate points
Its place in the set
- Mythic: rank 10 of 20
- White: rank 11 of 43
- Cost 7: rank 2 of 10
- Average pick: 2.0 (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 % · 15,735 games
- 2 copies51.0 % · 202 games
Win rate since the set came out (card in hand)
- First two weeks58.3 % · 4,147 games
- Next two weeks57.4 % · 2,363 games
- After that51.8 % · 280 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
- Skyship Buccaneer1,520 games · 61.2 % (instead of 56.0% expected)
- Swiftfoot Boots699 games · 53.4 % (instead of 49.4% expected)
- Witness Protection1,563 games · 56.8 % (instead of 53.2% expected)
- Faebloom Trick1,523 games · 60.3 % (instead of 57.1% expected)
Cards it wins less with
- Hare Apparent1,062 games · 49.2 % (instead of 53.0% expected)
- Bushwhack1,269 games · 51.3 % (instead of 54.6% expected)
- Beast-Kin Ranger1,030 games · 52.0 % (instead of 55.3% expected)
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.
