
Eldrazi Linebreaker
Rare · Creature — Eldrazi
7.6Very goodRank 27 of 302
58.5%Rank 48 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).
One of the very best rares of the format (7.6/10).
Why. A three-mana 3/3 with trample. At the beginning of combat, one of your creatures gains haste and +X/+0 where X is the number of Eldrazi you control, itself included: it quickly turns into a very dangerous attack.
Risks. The cost needs a specific colourless mana, which is hard without matching sources. The effect depends on how many Eldrazi you have, and the target creature must survive combat.
In the draft. A fair pick in a red-green Eldrazi deck with colourless mana sources. Otherwise let it go.
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 : +4.1 win-rate points
Its place in the set
- Rare: rank 15 of 78
- Colourless: rank 6 of 85
- Cost 3: rank 8 of 75
- Average pick: 2.2 (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 copy55.9 % · 29,759 games
- 2 copies59.0 % · 1,591 games
Win rate since the set came out (card in hand)
- First two weeks58.1 % · 7,674 games
- Next two weeks58.3 % · 3,438 games
- After that58.7 % · 1,343 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
- Urza's Incubator249 games · 55.8 % (instead of 47.4% expected)
- Flare of Duplication187 games · 55.1 % (instead of 50.4% expected)
- Ugin's Labyrinth602 games · 57.3 % (instead of 53.0% expected)
- Urza's Cave943 games · 54.7 % (instead of 50.7% expected)
Cards it wins less with
- Cyclops Superconductor1,816 games · 50.3 % (instead of 54.0% expected)
- Unstable Amulet2,097 games · 54.3 % (instead of 57.5% expected)
- Conduit Goblin3,492 games · 55.4 % (instead of 58.5% 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.



