Electrozoa
Common · Creature — Jellyfish
4.8WeakRank 211 of 302
53.5%Rank 204 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).
A solid playable that rarely gets cut (4.8/10).
Why. A 3/1 flash flyer for three that gives you two energy on arrival. It can ambush an attacker or strike in the air the next turn.
Risks. It needs an energy at the start of each of your turns or it taps: with two energy it lasts two turns, then it can neither attack nor block. One toughness is very fragile.
In the draft. Fine in a blue deck with energy sources; without them its appeal fades fast. A late pick.
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 : +0.9 win-rate points
Its place in the set
- Common: rank 63 of 80
- Blue: rank 20 of 30
- Cost 3: rank 50 of 75
- Average pick: 10.6 (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 copy52.8 % · 37,043 games
- 2 copies53.0 % · 13,866 games
- 3 copies52.3 % · 2,918 games
- 4 copies or more53.0 % · 528 games
Win rate since the set came out (card in hand)
- First two weeks53.0 % · 15,646 games
- Next two weeks53.6 % · 8,733 games
- After that53.9 % · 3,115 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
- Argent Dais209 games · 54.1 % (instead of 49.3% expected)
- Estrid's Invocation295 games · 50.2 % (instead of 45.8% expected)
- Monumental Henge797 games · 56.0 % (instead of 53.2% expected)
- Roil Cartographer18,845 games · 55.3 % (instead of 52.6% expected)
Cards it wins less with
- Ugin's Binding817 games · 49.2 % (instead of 54.3% expected)
- Glimpse the Impossible4,445 games · 49.9 % (instead of 54.2% expected)
- Stump Stomp // Burnwillow Clearing2,857 games · 49.4 % (instead of 53.4% expected)
Where it is played
R/U · 55 %U/W · 41 %
Played in 7.3% 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.




