Rapier Wit
Common · Instant
5.2PlayableRank 165 of 266
54.2%Rank 209 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).
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana white instant that taps a creature, puts a stun counter on it if it is your turn, and draws a card. It replaces itself, triggers Repartee, and gains you an attack.
Risks. It kills nothing; the creature stays. Without the stun counter (outside your turn), it only neutralizes the creature for that turn.
In the draft. A good tempo spell for an aggressive white deck, especially white-black. Take it at a mid pick.
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 : -0.8 win-rate points
Its place in the set
- Common: rank 36 of 86
- White: rank 20 of 32
- Cost 2: rank 44 of 69
- Average pick: 10.2 (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 copy55.6 % · 31,417 games
- 2 copies53.9 % · 5,179 games
- 3 copies48.7 % · 415 games
Win rate since the set came out (card in hand)
- First two weeks54.3 % · 9,269 games
- Next two weeks54.1 % · 4,730 games
- After that54.5 % · 2,866 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 Waypoint837 games · 56.9 % (instead of 51.9% expected)
- Maelstrom Artisan // Rocket Volley633 games · 55.3 % (instead of 52.1% expected)
- Ral Zarek, Guest Lecturer1,004 games · 56.5 % (instead of 53.4% expected)
- Grave Researcher // Reanimate2,179 games · 57.4 % (instead of 55.2% expected)
Cards it wins less with
- Potioner's Trove1,995 games · 49.7 % (instead of 54.3% expected)
- Startled Relic Sloth4,149 games · 53.2 % (instead of 57.0% expected)
- Restoration Seminar1,270 games · 52.2 % (instead of 55.9% expected)
Where it is played
B/W · 38 %
Played in 6.7% 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.




