
Vaan, Street Thief
Rare · Legendary Creature — Human Scout
2.0WeakRank 288 of 294
46.5%Rank 334 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).
Not good filler and often gets cut (2.0/10).
Why. A three-mana legendary 2/2 that is itself a Scout. When a Scout, Pirate or Rogue you control deals combat damage to a player, you exile the top card of that player's library and may cast it; if you don't, you create a Treasure token. Casting a spell you don't own puts a +1/+1 counter on each of them.
Risks. Its 2/2 body dies easily before connecting, and without other Scouts, Pirates or Rogues the second ability stays modest. Everything depends on hitting the opponent.
In the draft. Mostly interesting in a red deck with several Scouts, Pirates or Rogues. Otherwise it is a filler 2/2.
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 : -4.4 win-rate points
Its place in the set
- Rare: rank 71 of 74
- Red: rank 41 of 42
- Cost 3: rank 66 of 67
- Average pick: 6.0 (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 copy50.3 % · 9,201 games
- 2 copies41.3 % · 259 games
Win rate since the set came out (card in hand)
- First two weeks47.9 % · 2,515 games
- Next two weeks48.7 % · 1,155 games
- After that44.6 % · 397 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
- The Fire Crystal237 games · 48.1 % (instead of 42.1% expected)
- Zell Dincht687 games · 53.9 % (instead of 48.3% expected)
- Summon: Primal Garuda583 games · 55.2 % (instead of 50.2% expected)
- Sleep Magic502 games · 55.4 % (instead of 51.1% expected)
Cards it wins less with
- Starting Town491 games · 44.6 % (instead of 48.6% expected)
- Sidequest: Card Collection // Magicked Card530 games · 47.4 % (instead of 51.3% expected)
- Gran Pulse Ochu591 games · 46.7 % (instead of 49.5% 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.



