Fatehold Charm
Uncommon · Instant
6.4GoodRank 79 of 280
58.0%Rank 54 of 271 by win rate, card in hand · set average: 56.2%
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).
Good playable that always makes the cut (6.4/10).
Why. A two-mana white-blue instant with three modes: draw and Empower Jace 2, return a spell or creature to hand, or give your creatures +1/+2 until end of turn. It adapts to the situation.
Risks. No mode permanently answers a big threat. It needs white and blue, and only produces one of its three effects.
In the draft. A good tempo tool for a white-blue deck. One copy is fine; you do not need to chase more.
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 : +2.9 win-rate points
Its place in the set
- Uncommon: rank 17 of 109
- Multicolour: rank 24 of 54
- Cost 2: rank 23 of 82
- Average pick: 6.4 (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.
splash
splash
splash
splash
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 copy56.7 % · 17,694 games
- 2 copies57.8 % · 5,691 games
- 3 copies60.1 % · 724 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
- Karn, Argent Defender150 games · 54.0 % (instead of 50.8% expected)
- Perfected Theory1,106 games · 57.0 % (instead of 54.0% expected)
- Eye of Jace1,199 games · 54.9 % (instead of 52.4% expected)
- Yargle, Goliath of Otaria298 games · 53.4 % (instead of 50.8% expected)
Cards it wins less with
- Overgrown Farmland434 games · 47.7 % (instead of 55.7% expected)
- Theorix Charm1,238 games · 52.2 % (instead of 57.4% expected)
- The Echoverse Fulcrum543 games · 55.1 % (instead of 58.8% 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.




