Hydroelectric Specimen // Hydroelectric Laboratory
Uncommon · Creature — Weird // Land
4.6WeakRank 227 of 302
53.4%Rank 206 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 (4.6/10).
Why. A 1/4 with flash for three that can redirect an instant or sorcery with a single target onto itself, with a blue land on the back that enters untapped if you pay 3 life. A good blocker and never a dead card.
Risks. The redirect depends on timing and on the opponent casting a single-target spell. The 1/4 body threatens nobody.
In the draft. A blue creature-land to play almost for free. A fine 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 : +0.3 win-rate points
Its place in the set
- Uncommon: rank 86 of 120
- Blue: rank 22 of 30
- Cost 3: rank 54 of 75
- Average pick: 8.7 (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 copy53.3 % · 48,631 games
- 2 copies51.9 % · 4,162 games
- 3 copies48.6 % · 148 games
Win rate since the set came out (card in hand)
- First two weeks52.8 % · 14,799 games
- Next two weeks54.4 % · 6,925 games
- After that52.8 % · 2,511 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 Dais207 games · 59.4 % (instead of 49.6% expected)
- Buried Alive322 games · 54.0 % (instead of 47.6% expected)
- Quest for the Necropolis1,271 games · 53.9 % (instead of 48.2% expected)
Cards it wins less with
- Molten Gatekeeper2,664 games · 48.6 % (instead of 53.4% expected)
- Smelted Chargebug5,302 games · 50.5 % (instead of 54.3% 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.




