Witness Protection
Common · Enchantment — Aura
4.5WeakRank 210 of 271
52.8%Rank 194 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 playable that rarely gets cut (4.5/10).
Why. A one-mana Aura that turns the enchanted creature into a 1/1 Citizen with no abilities. It shuts down a big threat or an ability creature for next to nothing: an imperfect but cheap removal.
Risks. The creature stays on the battlefield and can still block, be sacrificed or carry counters. Bounce or destroying the Aura frees it, and you risk a two-for-one if the target leaves play in response.
In the draft. A fair blue common, taken as cheap removal. It is better against big threats than against small creatures.
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 : +1.3 win-rate points
Its place in the set
- Common: rank 59 of 90
- Blue: rank 31 of 44
- Cost 1: rank 24 of 28
- Average pick: 8.5 (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 copy52.5 % · 68,958 games
- 2 copies51.2 % · 16,544 games
- 3 copies50.4 % · 2,069 games
- 4 copies or more47.7 % · 199 games
Win rate since the set came out (card in hand)
- First two weeks52.6 % · 27,398 games
- Next two weeks53.2 % · 14,081 games
- After that53.4 % · 2,404 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
- Broken Wings1,589 games · 51.4 % (instead of 47.5% expected)
- Herald of Eternal Dawn1,563 games · 56.8 % (instead of 53.2% expected)
- Stroke of Midnight2,730 games · 52.4 % (instead of 49.2% expected)
- Thousand-Year Storm324 games · 42.9 % (instead of 39.7% expected)
Cards it wins less with
- Doubling Season209 games · 38.8 % (instead of 42.9% expected)
Where it is played
B/U · 45 %G/U · 44 %
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.




