Mirkwood Meditator
Common · Creature — Elf Druid
1.4WeakRank 186 of 188
48.5%Rank 173 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 2/4 for three mana, a good early blocker. When a land enters under your control, you may make its base power and toughness 4/2 until end of turn, to attack harder.
Risks. The change only happens if a land enters that turn, and it lowers toughness to 2, which exposes it to spells and blocks. It has no other ability: it's a filler body.
In the draft. A defensive blue filler, to be taken at the very end. It does the job in the midgame in a control deck, but never justifies a priority.
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 : +2.1 win-rate points
Its place in the set
- Common: rank 63 of 65
- Blue: rank 28 of 28
- Cost 3: rank 46 of 46
- Average pick: 12.5 (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 copy48.7 % · 2,746 games
- 2 copies46.6 % · 586 games
Win rate since the set came out (card in hand)
- First two weeks49.2 % · 1,331 games
- Next two weeks48.7 % · 279 games
- After that53.2 % · 126 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
- Dáin, Lord of the Iron Hills204 games · 56.9 % (instead of 46.9% expected)
- Cantankerous Keepers710 games · 52.5 % (instead of 44.6% expected)
- The Lord of the Eagles205 games · 50.2 % (instead of 43.0% expected)
- The Eagles Are Coming!209 games · 56.0 % (instead of 49.2% expected)
Cards it wins less with
- Crude Bent Blade197 games · 44.2 % (instead of 49.8% expected)
- Celebrate the Mountain-king416 games · 46.4 % (instead of 50.2% expected)
- Master's Councillors589 games · 44.7 % (instead of 48.1% 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.




