Lightfoot Technique
Common · Instant
4.2WeakRank 231 of 271
52.3%Rank 230 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).
A good playable, but is sometimes cut (4.2/10).
Why. A two-mana instant that puts a +1/+1 counter on a creature and gives it flying and indestructible until end of turn. It wins a combat, protects against destroy removal, or pushes damage in the air.
Risks. It is a combat trick: it does nothing without a creature, and you lose a card if the opponent responds. The counter is the only lasting effect.
In the draft. A fair trick for an aggressive white-red deck. In a slow deck it does not deserve a slot; take it late in the pack.
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 : -2.1 win-rate points
Its place in the set
- Common: rank 67 of 91
- White: rank 29 of 34
- Cost 2: rank 57 of 65
- Average pick: 10.8 (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 copy53.9 % · 29,040 games
- 2 copies54.1 % · 2,868 games
- 3 copies49.1 % · 114 games
Win rate since the set came out (card in hand)
- First two weeks53.7 % · 8,158 games
- Next two weeks52.8 % · 3,663 games
- After that52.5 % · 1,179 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
- Desperate Measures1,700 games · 54.6 % (instead of 52.1% expected)
- Summit Intimidator3,419 games · 54.1 % (instead of 52.0% expected)
- Loxodon Battle Priest3,343 games · 54.1 % (instead of 52.0% expected)
- Barrensteppe Siege1,927 games · 53.2 % (instead of 51.2% expected)
Cards it wins less with
- Sibsig Appraiser1,606 games · 49.3 % (instead of 55.0% expected)
- Focus the Mind1,654 games · 48.7 % (instead of 53.0% expected)
- Snakeskin Veil1,785 games · 50.6 % (instead of 53.4% 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.




