Joined Researchers // Secret Rendezvous
Rare · Creature — Human Cleric Wizard // Sorcery
5.8PlayableRank 116 of 266
54.9%Rank 191 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).
Good playable that always makes the cut (5.8/10).
Why. A two-mana 2/2 with first strike that becomes prepared at each end step where an opponent has more cards in hand than you. The copied sorcery makes you and the opponent each draw three cards, useful when your hand is empty.
Risks. The sorcery is symmetrical and gives as much to the opponent. It only becomes prepared when you have fewer cards in hand.
In the draft. A decent two-mana body in white, a mid to late pick. The bonus spell matters mostly in an aggressive deck.
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 : -1.5 win-rate points
Its place in the set
- Rare: rank 48 of 60
- White: rank 14 of 32
- Cost 2: rank 28 of 69
- Average pick: 5.3 (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.
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 copy56.2 % · 20,165 games
- 2 copies54.7 % · 947 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 5,145 games
- Next two weeks54.2 % · 2,616 games
- After that54.1 % · 1,536 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
- Skycoach Waypoint383 games · 56.9 % (instead of 52.8% expected)
- Grave Researcher // Reanimate1,104 games · 58.9 % (instead of 56.1% expected)
- Ral Zarek, Guest Lecturer518 games · 56.8 % (instead of 54.2% expected)
Cards it wins less with
- Seize the Spoils1,591 games · 50.8 % (instead of 54.8% expected)
- Emeritus of Truce // Swords to Plowshares1,195 games · 54.7 % (instead of 58.0% 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.




