Foggy Swamp Spirit Keeper
Uncommon · Creature — Human Druid Ally
7.3Very goodRank 36 of 281
59.8%Rank 34 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 uncommon of the format (7.3/10).
Why. A 2/4 lifelinker for three that holds the ground well from the start. Whenever you draw a second card in a turn, it makes a 1/1 colorless Spirit creature token that is nearly unblockable.
Risks. You need to draw outside your draw step: Clues, cantrips, card draw. Without that it is just a good wall. The Spirit token also cannot block creatures that are not Spirits.
In the draft. A good pick for blue-black decks with extra draw sources. Take it as a solid midrange body that gets better with several Clues.
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 : +6.4 win-rate points
Its place in the set
- Uncommon: rank 6 of 110
- Multicolour: rank 9 of 51
- Cost 3: rank 9 of 64
- Average pick: 4.9 (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.
splash
splash
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 copy55.8 % · 36,573 games
- 2 copies57.4 % · 10,362 games
- 3 copies61.0 % · 1,985 games
- 4 copies or more62.5 % · 269 games
Win rate since the set came out (card in hand)
- First two weeks60.3 % · 13,174 games
- Next two weeks58.8 % · 7,776 games
- After that58.8 % · 5,633 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
- Northern Air Temple700 games · 53.6 % (instead of 49.7% expected)
- Tiger-Seal1,144 games · 56.5 % (instead of 53.2% expected)
- Crescent Island Temple467 games · 52.7 % (instead of 50.0% expected)
- Kyoshi Island Plaza480 games · 50.6 % (instead of 48.2% expected)
Cards it wins less with
- Sandbender Scavengers542 games · 50.4 % (instead of 53.4% expected)
- Path to Redemption2,465 games · 55.0 % (instead of 57.5% expected)
- Zhao, Ruthless Admiral1,012 games · 50.1 % (instead of 52.5% expected)
Where it is played
B/U · 50 %
Played in 8.3% 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.




