Solstice Zealot
Common · Creature — Rhino Cleric
5.6PlayableRank 155 of 302
56.6%Rank 86 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).
It wins more than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
Good playable that always makes the cut (5.6/10).
Why. A 2/3 for three mana that gives two energy counters when it enters. Each energy lets you tap a creature: twice to slow an attack or to open the way for your own attackers.
Risks. The energy is limited: after two uses it is a plain 2/3. It taps to use the ability, and it does not answer a big creature, only slows it.
In the draft. A good common creature for a white deck. Take it fairly high, especially 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 : -1.5 win-rate points
Its place in the set
- Common: rank 39 of 80
- White: rank 24 of 41
- Cost 3: rank 34 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 copy56.7 % · 84,535 games
- 2 copies58.2 % · 31,893 games
- 3 copies58.1 % · 5,850 games
- 4 copies or more56.9 % · 758 games
Win rate since the set came out (card in hand)
- First two weeks56.7 % · 29,473 games
- Next two weeks56.2 % · 18,454 games
- After that58.4 % · 6,846 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
- Wheel of Potential541 games · 54.2 % (instead of 51.1% expected)
- Kappa Cannoneer1,686 games · 55.3 % (instead of 53.7% expected)
- Arena of Glory5,029 games · 59.5 % (instead of 58.1% expected)
Cards it wins less with
- Writhing Chrysalis6,905 games · 55.3 % (instead of 59.4% expected)
- Primal Prayers232 games · 41.8 % (instead of 45.9% expected)
Where it is played
R/W · 66 %U/W · 57 %
Played in 16% 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.




