Part in Friendship
Rare · Enchantment
2.6WeakRank 172 of 188
51.3%Rank 154 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).
Filler card but sometimes gets cut (2.6/10).
Why. A slow value engine: each time one of your nontoken creatures dies (once each turn), you reveal cards until a creature. If its mana value is less than or equal to your number of lands, it enters the battlefield for free; otherwise you keep it in hand.
Risks. Five mana for an enchantment that does nothing on its own: a creature has to die, and it only reacts once each turn. It doesn't protect your board, it only pays you back afterwards. Against a slow deck or one without removal, it stays inert.
In the draft. Too slow for most decks. Only take it late in the pack in a green deck full of creatures that trade, and never instead of a creature or removal.
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 : -0.6 win-rate points
Its place in the set
- Rare: rank 51 of 53
- Green: rank 23 of 28
- Cost 5: rank 17 of 21
- Average pick: 4.9 (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
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 copy51.8 % · 7,866 games
- 2 copies47.6 % · 292 games
Win rate since the set came out (card in hand)
- First two weeks51.5 % · 2,386 games
- Next two weeks49.7 % · 537 games
- After that51.4 % · 385 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
- Elrond, Moon-Reader205 games · 53.2 % (instead of 46.0% expected)
- Great Fierce Bee683 games · 54.3 % (instead of 49.8% expected)
- Beorn the Fierce610 games · 58.0 % (instead of 53.6% expected)
- Down in the Valley1,057 games · 54.2 % (instead of 50.4% expected)
Cards it wins less with
- Old Fat Spider Can't See Me514 games · 42.6 % (instead of 47.1% expected)
- Lake-town444 games · 48.4 % (instead of 51.5% expected)
- Goblin-town682 games · 49.4 % (instead of 52.4% 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.




