Stolen Uniform
Uncommon · Instant
2.0WeakRank 285 of 294
Not good filler and often gets cut (2.0/10).
Why. A one-mana instant: you gain control of an Equipment until end of turn and attach it to one of your creatures. It steals a temporary bonus that is sometimes decisive in combat.
Risks. An Equipment has to be on the battlefield, and the effect lasts a single turn. It is dead in most games.
In the draft. Pass it. It only belongs in a deck already packed with Equipment, and even there it is weak.
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.
Its place in the set
- Uncommon: rank 109 of 110
- Blue: rank 40 of 41
- Cost 1: rank 28 of 29
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 on the play and on the draw
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
- Rook Turret192 games · 43.8 % (instead of 38.2% expected)
- Sharlayan, Nation of Scholars158 games · 44.9 % (instead of 40.1% expected)
- Scorpion Sentinel177 games · 45.8 % (instead of 41.4% expected)
- Dragoon's Wyvern218 games · 46.8 % (instead of 42.6% expected)
Cards it wins less with
- Stuck in Summoner's Sanctum212 games · 39.6 % (instead of 40.9% expected)
- Ice Magic249 games · 41.4 % (instead of 42.3% expected)
- Magic Damper162 games · 40.1 % (instead of 41.0% 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.




