Cheerful Osteomancer // Raise Dead
Common · Creature — Orc Warlock // Sorcery
2.0WeakRank 248 of 266
51.4%Rank 277 of 319 by win rate, card in hand · set average: 56.3%
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).
Not good filler and often gets cut (2.0/10).
Why. A four-mana 4/2 that enters prepared. Its prepared side costs a single black mana and returns a creature card from your graveyard to your hand, so it replaces a lost card.
Risks. A 4/2 dies to almost anything and has no evasion. The prepared side is useless while your graveyard has no creature card.
In the draft. A passable black filler: a late-pack pick when nothing better is available. A black-green or black-white deck plays it without issue.
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 : -2.0 win-rate points
Its place in the set
- Common: rank 75 of 86
- Black: rank 31 of 34
- Cost 4: rank 39 of 42
- Average pick: 9.3 (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.
splash
splash
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 copy53.0 % · 42,558 games
- 2 copies53.0 % · 5,595 games
- 3 copies53.7 % · 300 games
Win rate since the set came out (card in hand)
- First two weeks51.8 % · 13,115 games
- Next two weeks51.5 % · 5,506 games
- After that50.3 % · 2,999 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
- Ambitious Augmenter3,211 games · 56.9 % (instead of 53.8% expected)
- Comforting Counsel1,750 games · 51.0 % (instead of 47.8% expected)
Cards it wins less with
- Dina's Guidance385 games · 41.3 % (instead of 45.9% expected)
- Summoned Dromedary2,272 games · 49.2 % (instead of 53.0% expected)
Where it is played
B/G · 34 %B/W · 33 %
Played in 9.0% 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.




