Micromancer
Uncommon · Creature — Human Wizard
7.2Very goodRank 36 of 271
59.4%Rank 25 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 solid uncommon of the format (7.2/10).
Why. A 3/3 for four that tutors up an instant or sorcery with mana value 1 when it enters. You get a solid body plus an extra card, usually your cheap removal or a combat trick.
Risks. Its value depends on how many one-mana spells are in your deck: with no target it is just a vanilla 3/3. It has no flying or combat ability.
In the draft. A good pick in blue if you already have a few one-mana spells to fetch. Count them before putting it in your main deck.
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 9 of 101
- Blue: rank 7 of 44
- Cost 4: rank 5 of 44
- 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.
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 copy55.9 % · 70,546 games
- 2 copies58.7 % · 10,515 games
- 3 copies57.5 % · 774 games
Win rate since the set came out (card in hand)
- First two weeks59.1 % · 24,824 games
- Next two weeks59.2 % · 13,109 games
- After that58.6 % · 1,960 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
- Rise of the Dark Realms852 games · 60.7 % (instead of 53.4% expected)
- Divine Resilience1,774 games · 56.6 % (instead of 53.8% expected)
- Herald of Eternal Dawn826 games · 59.8 % (instead of 57.3% expected)
Cards it wins less with
- Dragon Trainer4,254 games · 54.7 % (instead of 57.3% expected)
- Ravenous Amulet1,453 games · 52.0 % (instead of 54.4% expected)
- Hidetsugu's Second Rite543 games · 54.0 % (instead of 56.3% expected)
Where it is played
B/U · 53 %R/U · 37 %
Played in 10% 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.




