Political Triumph
Uncommon · Enchantment — Plan
6.8GoodRank 57 of 276
59.2%Rank 43 of 273 by win rate, card in hand · set average: 56.8%
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 (6.8/10).
Why. A one-mana Plan enchantment: each creature you control that enters gives a scry 1 and adds a plan counter. On the fourth, you sacrifice it, draw a card and put a +1/+1 counter on each of your creatures.
Risks. It needs four creatures to finish, and does nothing against an opponent who is beating you. It has no immediate effect on the board.
In the draft. A good card for a white deck with many creatures. Play it early for the most value.
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 : +3.1 win-rate points
Its place in the set
- Uncommon: rank 10 of 100
- White: rank 13 of 42
- Cost 1: rank 3 of 26
- Average pick: 3.8 (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 copy57.6 % · 40,814 games
- 2 copies60.0 % · 4,058 games
- 3 copies62.6 % · 219 games
Win rate since the set came out (card in hand)
- First two weeks60.7 % · 13,065 games
- Next two weeks57.5 % · 6,615 games
- After that58.8 % · 1,014 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
- Quicksilver, Brash Blur325 games · 56.6 % (instead of 52.9% expected)
- Rick Jones, Destined Sidekick565 games · 59.8 % (instead of 56.5% expected)
- Invisible Woman, Sue Storm1,518 games · 54.0 % (instead of 50.9% expected)
- Ghost, Spectral Saboteur1,012 games · 56.6 % (instead of 54.1% expected)
Cards it wins less with
- World War Hulk448 games · 47.8 % (instead of 54.3% expected)
- Ultron, Artificial Malevolence338 games · 49.1 % (instead of 54.9% expected)
- Epic Fight1,420 games · 53.9 % (instead of 58.1% expected)
Where it is played
U/W · 29 %G/W · 28 %
Played in 12% 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.




