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Uncommon · Enchantment — Plan
4.1WeakRank 236 of 276
48.5%Rank 266 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 good playable, but is sometimes cut (4.1/10).
Why. Whenever your creatures become tapped, you loot: draw, then discard. On the fourth counter you get back up to two instants and/or sorceries from your graveyard.
Risks. It does nothing to the board, and you need four taps from your creatures to reach the payoff. With too few instants and sorceries in the graveyard, the final effect is empty.
In the draft. Too slow for most decks. Keep it for a deck full of cheap spells and creatures that can attack safely; otherwise let it go.
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 86 of 100
- Blue: rank 41 of 42
- Cost 3: rank 70 of 80
- Average pick: 10.1 (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 copy50.4 % · 5,646 games
- 2 copies55.8 % · 224 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
- Crossbones, Malicious Mercenary448 games · 52.9 % (instead of 46.7% expected)
- Grim Reaper, Lethal Legionnaire308 games · 52.3 % (instead of 46.2% expected)
- Okoye, Dora Milaje Leader429 games · 57.8 % (instead of 52.0% expected)
- Speedball, New Warrior418 games · 51.9 % (instead of 46.8% expected)
Cards it wins less with
- Absorbing Man330 games · 47.3 % (instead of 52.0% expected)
- Shuri, Wakandan Inventor583 games · 44.9 % (instead of 49.2% expected)
- S.H.I.E.L.D. Spy Kit481 games · 48.2 % (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.




