High Fae Trickster
Rare · Creature — Faerie Wizard
6.0PlayableRank 102 of 271
55.0%Rank 131 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. A 4/2 flyer with flash for four mana: ambush an attacker in the air or hit at the end of the opponent's turn. Its last ability lets you cast every spell with flash, which makes your turns very flexible.
Risks. Only two toughness, so almost any removal or a trade in combat kills it. The last ability only matters if your deck has sorceries or other spells worth casting at the right moment.
In the draft. A good blue creature, especially in blue-white. Even without using its last ability, a 4/2 flash flyer earns its slot.
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 : +2.7 win-rate points
Its place in the set
- Rare: rank 39 of 60
- Blue: rank 17 of 44
- Cost 4: rank 17 of 44
- Average pick: 2.6 (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 copy53.7 % · 33,722 games
- 2 copies51.9 % · 1,737 games
Win rate since the set came out (card in hand)
- First two weeks54.9 % · 10,589 games
- Next two weeks55.5 % · 5,029 games
- After that53.0 % · 696 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
- An Offer You Can't Refuse647 games · 51.6 % (instead of 47.2% expected)
- Crystal Barricade485 games · 52.6 % (instead of 49.1% expected)
- Boltwave289 games · 49.8 % (instead of 47.0% expected)
- Niv-Mizzet, Visionary619 games · 49.3 % (instead of 46.6% expected)
Cards it wins less with
- Thousand-Year Storm166 games · 38.0 % (instead of 41.1% expected)
- Inspiring Paladin2,213 games · 50.7 % (instead of 53.3% expected)
- Beast-Kin Ranger2,128 games · 51.2 % (instead of 53.3% 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.




