Konstrari Improviser // Soul Tether
Common · Creature — Human Artificer // Sorcery
5.0PlayableRank 184 of 280
54.1%Rank 171 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).
A solid playable that rarely gets cut (5.0/10).
Why. A two-mana hybrid red-green 2/2 that enters prepared, so you can cast Soul Tether to create a Heartwood token, a red and green artifact that taps for red or green. You get a body on turn two and acceleration after that.
Risks. The 2/2 is a small body, and Soul Tether costs three to get mana, which is slower than casting another card. It does not shift the balance of the board.
In the draft. A decent common for a red-green deck that wants to ramp. Take it in the middle of the pack, after removal and solid 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 : -0.3 win-rate points
Its place in the set
- Common: rank 27 of 81
- Multicolour: rank 42 of 54
- Cost 2: rank 55 of 82
- 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.
splash
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 copy54.4 % · 37,779 games
- 2 copies55.5 % · 12,417 games
- 3 copies54.6 % · 2,115 games
- 4 copies or more53.8 % · 273 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
- Essence Burn315 games · 53.0 % (instead of 48.2% expected)
- Stinging Vitriol953 games · 56.6 % (instead of 52.7% expected)
- Arni, Renowned Champion1,904 games · 52.2 % (instead of 48.7% expected)
- Puppet Crafting1,557 games · 54.3 % (instead of 51.2% expected)
Cards it wins less with
- Germinate Recruits178 games · 44.4 % (instead of 49.1% expected)
- The Theorist, Jace Beleren807 games · 55.8 % (instead of 60.2% expected)
- Fblthp, Impossibly Lost1,918 games · 51.7 % (instead of 55.6% 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.




