Ophiomancer
Rare · Creature — Human Shaman
8.0Very goodRank 19 of 302
59.7%Rank 25 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 (8.0/10).
Why. A 2/2 that creates a 1/1 black Snake creature token with deathtouch at each upkeep, yours or the opponent's, when you control no Snakes. You nearly always have a deathtouch blocker, which discourages big attackers.
Risks. It is a 2/2 with no protection from removal, and the Snake does not give you more if you keep it alive: it only comes back after it dies. The effect is defensive and slow.
In the draft. A good pick in a black control or sacrifice deck. It is a little worse 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 : +7.8 win-rate points
Its place in the set
- Rare: rank 10 of 78
- Black: rank 2 of 42
- Cost 3: rank 5 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 copy55.1 % · 26,947 games
- 2 copies54.5 % · 1,144 games
Win rate since the set came out (card in hand)
- First two weeks59.7 % · 6,683 games
- Next two weeks59.8 % · 3,961 games
- After that59.1 % · 1,502 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
- Frogmyr Enforcer1,095 games · 55.5 % (instead of 50.3% expected)
- Buried Alive253 games · 54.5 % (instead of 49.4% expected)
- Vexing Bauble304 games · 55.3 % (instead of 50.1% expected)
- Junk Diver753 games · 54.7 % (instead of 49.8% expected)
Cards it wins less with
- Hexgold Slith2,251 games · 51.8 % (instead of 56.5% expected)
- Strength of the Harvest // Haven of the Harvest1,638 games · 52.6 % (instead of 55.5% expected)
- Voidpouncer1,515 games · 52.4 % (instead of 55.1% 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.




