Glacial Dragonhunt
Uncommon · Sorcery
6.4GoodRank 76 of 271
58.5%Rank 45 of 274 by win rate, card in hand · set average: 56.0%
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 (6.4/10).
Why. A two-mana sorcery that draws and lets you discard: if you discard a nonland card, it deals 3 damage to a creature. Harmonize lets you cast it again later for a second removal.
Risks. You need a nonland card you are willing to discard to trigger the damage. It's a sorcery, so it can't answer a threat in the middle of combat.
In the draft. A good blue-red uncommon: filtering and removal in one card, with a late-game second use. Take it fairly high in those colours.
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 : +5.2 win-rate points
Its place in the set
- Uncommon: rank 13 of 100
- Multicolour: rank 30 of 66
- Cost 2: rank 15 of 65
- Average pick: 4.3 (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 copy56.0 % · 53,987 games
- 2 copies58.1 % · 9,172 games
- 3 copies55.0 % · 702 games
Win rate since the set came out (card in hand)
- First two weeks59.4 % · 19,026 games
- Next two weeks58.4 % · 8,791 games
- After that59.6 % · 3,286 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
- Nature's Rhythm283 games · 55.8 % (instead of 52.8% expected)
- Call the Spirit Dragons394 games · 51.8 % (instead of 49.0% expected)
- Craterhoof Behemoth984 games · 57.8 % (instead of 55.3% expected)
Cards it wins less with
- Wild Ride1,942 games · 48.5 % (instead of 54.8% expected)
- Unsparing Boltcaster1,891 games · 50.4 % (instead of 56.8% expected)
- Seize Opportunity1,733 games · 50.9 % (instead of 55.9% expected)
Where it is played
R/U · 39 %
Played in 11% 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.




