Dog Umbra
Common · Enchantment — Aura
5.6PlayableRank 146 of 302
55.9%Rank 119 of 298 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 (5.6/10).
Why. A two-mana Aura with flash. On an opposing creature it stops it from attacking and blocking, which makes it cheap removal. On your own creature, umbra armor protects it from destruction.
Risks. The enchanted creature keeps its abilities, so it does not answer creatures that have a useful effect without attacking. It loses value if the opponent can sacrifice or bounce the creature.
In the draft. A good removal spell for a white deck. Take it fairly high, especially in an aggressive deck.
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 : -0.8 win-rate points
Its place in the set
- Common: rank 33 of 80
- White: rank 21 of 41
- Cost 2: rank 49 of 86
- Average pick: 7.2 (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 copy56.0 % · 99,061 games
- 2 copies56.5 % · 31,296 games
- 3 copies56.4 % · 5,365 games
- 4 copies or more54.8 % · 663 games
Win rate since the set came out (card in hand)
- First two weeks55.8 % · 33,585 games
- Next two weeks55.6 % · 19,191 games
- After that56.0 % · 6,736 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
- Primal Prayers220 games · 48.2 % (instead of 44.9% expected)
- Barbarian Ring3,620 games · 59.0 % (instead of 56.0% expected)
- Triton Wavebreaker1,817 games · 52.8 % (instead of 49.9% expected)
Cards it wins less with
- Birthing Ritual219 games · 45.2 % (instead of 52.2% expected)
- Wight of the Reliquary1,043 games · 47.5 % (instead of 54.0% expected)
- Urza's Cave749 games · 44.9 % (instead of 50.8% expected)
Where it is played
R/W · 56 %B/W · 55 %
Played in 17% 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.




