Dwarven Provisioner
Common · Creature — Dwarf Citizen
5.2PlayableRank 110 of 188
55.2%Rank 89 of 179 by win rate, card in hand · set average: 56.5%
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 (5.2/10).
Why. A two-mana 2/2 that stays relevant at every stage: late in the game, four mana gives all your creatures +1/+1 until end of turn, which can win a combat or a final attack with a wide board.
Risks. The effect costs four mana each use, so it keeps you from casting something else. With few creatures, it does almost nothing. The body alone is ordinary.
In the draft. A decent white two-drop in a deck with lots of creatures. Take it mid-pack, higher if you're building a deck of small 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 : -0.1 win-rate points
Its place in the set
- Common: rank 23 of 65
- White: rank 15 of 28
- Cost 2: rank 35 of 55
- Average pick: 8.8 (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
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 copy55.7 % · 44,867 games
- 2 copies56.0 % · 16,260 games
- 3 copies56.5 % · 3,013 games
- 4 copies or more53.9 % · 347 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 23,171 games
- Next two weeks56.0 % · 7,035 games
- After that57.4 % · 4,341 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
- Mirkwood Meditator349 games · 50.7 % (instead of 47.9% expected)
- Thranduil's Decree1,520 games · 52.2 % (instead of 49.3% expected)
- Thranduil's Company1,172 games · 58.1 % (instead of 55.5% expected)
- Wizard's Staff197 games · 43.1 % (instead of 40.7% expected)
Cards it wins less with
- Smaug the Magnificent1,862 games · 55.1 % (instead of 58.4% expected)
- Gleaming Splendor338 games · 40.8 % (instead of 42.9% expected)
- Giant's Boulder2,638 games · 48.8 % (instead of 50.9% expected)
Where it is played
R/W · 65 %B/W · 52 %
Played in 20% 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.




