Trickster's Stratagem
Common · Sorcery
6.6GoodRank 72 of 276
60.4%Rank 29 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).
One of the best commons of the format (6.6/10).
Why. A tempo removal that handles a big threat without killing it: the owner puts it second from the top or on the bottom of their library. Then you can connive one of your creatures, which improves your hand and can grow it.
Risks. A four-mana sorcery, and if the creature goes second from the top the opponent redraws it in two turns. The connive needs a creature of your own.
In the draft. A good common removal, worth taking fairly high in blue. It is best in a deck that wins the tempo race.
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 : +4.3 win-rate points
Its place in the set
- Common: rank 5 of 91
- Blue: rank 12 of 42
- Cost 4: rank 15 of 52
- Average pick: 5.1 (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 copy57.4 % · 76,563 games
- 2 copies58.9 % · 31,864 games
- 3 copies61.8 % · 6,692 games
- 4 copies or more63.5 % · 913 games
Win rate since the set came out (card in hand)
- First two weeks61.5 % · 40,513 games
- Next two weeks59.5 % · 19,185 games
- After that58.6 % · 3,043 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
- The Scarlet Witch405 games · 54.8 % (instead of 52.2% expected)
- Captain America, Super-Soldier2,921 games · 61.9 % (instead of 59.4% expected)
Cards it wins less with
- Super Speed207 games · 45.4 % (instead of 51.7% expected)
- Team Tactics602 games · 48.0 % (instead of 53.6% expected)
- Thanos, the Mad Titan332 games · 50.3 % (instead of 55.1% expected)
Where it is played
U/W · 69 %G/U · 65 %
Played in 30% 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.




