Trickster's Elk
Uncommon · Enchantment Creature — Elk
4.6WeakRank 231 of 302
51.5%Rank 246 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 3/3 for three that can also be cast as an Aura with bestow for two, making a creature lose all abilities and become a green Elk with base 3/3. A neutralizer that becomes a creature again when the target goes away.
Risks. The target stays on the battlefield and can become dangerous again if the Aura leaves. On a small creature you are even giving it a 3/3 base.
In the draft. Flexible pseudo-removal for green. A fair late pick, well behind real removal.
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 : -3.0 win-rate points
Its place in the set
- Uncommon: rank 87 of 120
- Green: rank 24 of 32
- Cost 3: rank 56 of 75
- Average pick: 7.8 (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 copy53.5 % · 40,457 games
- 2 copies51.8 % · 3,621 games
- 3 copies52.3 % · 195 games
Win rate since the set came out (card in hand)
- First two weeks51.7 % · 11,243 games
- Next two weeks50.8 % · 4,963 games
- After that49.9 % · 1,614 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
- Cursed Mirror349 games · 57.0 % (instead of 49.5% expected)
- Meteoric Mace735 games · 55.5 % (instead of 49.7% expected)
- Urza's Incubator236 games · 49.6 % (instead of 44.7% expected)
- Fledgling Dragon666 games · 52.9 % (instead of 49.5% expected)
Cards it wins less with
- Wirewood Symbiote171 games · 40.9 % (instead of 45.2% expected)
- Contaminated Landscape4,179 games · 49.0 % (instead of 52.1% 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.




