Ride the Shoopuf
Uncommon · Enchantment
5.0PlayableRank 195 of 294
55.5%Rank 167 of 341 by win rate, card in hand · set average: 56.4%
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 (5.0/10).
Why. A two-mana enchantment that puts a +1/+1 counter on target creature you control whenever a land enters under your control. With seven mana it becomes a 7/7 Beast. It plays early and pays off over time.
Risks. It does nothing without lands arriving or creatures to grow. Seven mana is expensive, and it is vulnerable once it is a creature.
In the draft. A pick for a green deck with many creatures and lands coming down. Do not take it in a deck short on 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 : +3.3 win-rate points
Its place in the set
- Uncommon: rank 73 of 110
- Green: rank 21 of 41
- Cost 2: rank 45 of 63
- Average pick: 5.4 (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 copy54.0 % · 34,122 games
- 2 copies54.2 % · 3,526 games
- 3 copies60.6 % · 160 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 9,448 games
- Next two weeks55.9 % · 5,356 games
- After that56.9 % · 1,772 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
- Random Encounter186 games · 52.7 % (instead of 47.5% expected)
- Balthier and Fran1,137 games · 53.6 % (instead of 50.5% expected)
- Terra, Magical Adept // Esper Terra1,150 games · 54.3 % (instead of 51.2% expected)
- Jidoor, Aristocratic Capital // Overture524 games · 52.1 % (instead of 49.2% expected)
Cards it wins less with
- Sahagin2,061 games · 51.9 % (instead of 54.6% expected)
- Retrieve the Esper2,369 games · 50.9 % (instead of 53.6% expected)
- Baron, Airship Kingdom3,218 games · 51.0 % (instead of 53.7% expected)
Where it is played
G/R · 26 %
Played in 5.1% 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.




