Mindless Conscription
Uncommon · Enchantment
7.0GoodRank 50 of 302
58.9%Rank 38 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 uncommon of the format (7.0/10).
Why. Three mana for a 3/3 Zombie Army token on arrival. Each time you draw your third card of the turn, it gets three more counters (or a new token arrives if the Army is dead).
Risks. Everything rides on a single token: removal takes it with all its counters. Drawing three cards in a turn is rare without draw effects.
In the draft. A good pick in blue-black, where draw effects are more common. Elsewhere it is a 3/3 for three mana with a little extra upside.
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 : +6.1 win-rate points
Its place in the set
- Uncommon: rank 13 of 120
- Black: rank 9 of 42
- Cost 3: rank 13 of 75
- Average pick: 7.4 (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 copy54.9 % · 31,277 games
- 2 copies55.9 % · 8,354 games
- 3 copies53.5 % · 1,296 games
- 4 copies or more60.0 % · 175 games
Win rate since the set came out (card in hand)
- First two weeks57.8 % · 10,953 games
- Next two weeks59.3 % · 7,929 games
- After that57.7 % · 3,111 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
- Archway of Innovation288 games · 54.5 % (instead of 46.5% expected)
- Ripples of Undeath217 games · 50.7 % (instead of 46.2% expected)
- Vexing Bauble324 games · 54.3 % (instead of 50.2% expected)
- Strix Serenade200 games · 51.0 % (instead of 47.3% expected)
Cards it wins less with
- Bountiful Landscape2,435 games · 51.5 % (instead of 55.4% expected)
- Horrific Assault2,171 games · 52.7 % (instead of 56.3% expected)
- Twisted Landscape4,036 games · 52.3 % (instead of 55.0% expected)
Where it is played
B/U · 48 %
Played in 5.4% 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.




