Geyser Leaper
Common · Creature — Human Warrior Ally
2.0WeakRank 269 of 281
51.2%Rank 253 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).
Not good filler and often gets cut (2.0/10).
Why. A 4/3 flyer for five with a late-game loot (draw, then discard) through Waterbend 4. It is a solid body, not a card that wins on its own.
Risks. Five mana for a creature with no enter effect: it is slow and gets replaced by more efficient cards. The loot is expensive and only matters once the board is stable.
In the draft. Decent blue filler, especially if you are short on evasive creatures. Take it late, after removal and cheap 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 : -1.4 win-rate points
Its place in the set
- Common: rank 86 of 91
- Blue: rank 38 of 40
- Cost 5: rank 27 of 29
- Average pick: 10.4 (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 copy52.9 % · 34,962 games
- 2 copies49.5 % · 3,099 games
Win rate since the set came out (card in hand)
- First two weeks52.4 % · 9,591 games
- Next two weeks51.0 % · 4,611 games
- After that50.5 % · 3,542 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
- Tiger-Seal941 games · 52.4 % (instead of 49.4% expected)
- Day of Black Sun1,488 games · 55.9 % (instead of 53.0% expected)
- Yue, the Moon Spirit2,979 games · 52.2 % (instead of 49.5% expected)
- Merchant of Many Hats2,669 games · 54.1 % (instead of 51.7% expected)
Cards it wins less with
- The Spirit Oasis417 games · 37.2 % (instead of 45.6% expected)
- Appa, Steadfast Guardian1,008 games · 51.1 % (instead of 54.2% expected)
- Yuyan Archers2,688 games · 51.3 % (instead of 53.3% expected)
Where it is played
U/W · 36 %
Played in 7.1% 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.




