Deserter's Disciple
Common · Creature — Human Rebel Ally
4.8WeakRank 196 of 281
53.8%Rank 193 of 279 by win rate, card in hand · set average: 56.2%
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 (4.8/10).
Why. A two-mana red 2/2 Ally that can tap to make another creature you control with power 2 or less unblockable this turn. A good support piece for a deck of small aggressive creatures.
Risks. Tapping means it cannot attack, and the bonus only works on creatures with power 2 or less. A 2/2 body is fragile.
In the draft. A good common for aggressive red-white or Ally decks. Take it early for a deck of light creatures.
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 51 of 91
- Red: rank 28 of 40
- Cost 2: rank 60 of 74
- Average pick: 9.9 (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 copy55.2 % · 42,563 games
- 2 copies56.5 % · 12,447 games
- 3 copies57.4 % · 1,828 games
- 4 copies or more60.5 % · 271 games
Win rate since the set came out (card in hand)
- First two weeks54.4 % · 14,379 games
- Next two weeks53.8 % · 7,278 games
- After that54.9 % · 5,745 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
- Vengeful Villagers1,121 games · 58.3 % (instead of 53.8% expected)
- Fire Lord Zuko660 games · 49.8 % (instead of 46.1% expected)
- Sozin's Comet263 games · 54.8 % (instead of 51.0% expected)
- Southern Air Temple944 games · 53.0 % (instead of 50.2% expected)
Cards it wins less with
- Trusty Boomerang202 games · 45.5 % (instead of 50.0% expected)
- Boiling Rock Rioter1,430 games · 51.2 % (instead of 54.7% expected)
- Iroh, Grand Lotus1,452 games · 51.7 % (instead of 55.0% expected)
Where it is played
R/W · 56 %B/R · 44 %
Played in 10% 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.




